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File: Land and Beasts Turn 23 A.png (2.35 MB, 8896x4352)
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Welcome to Dawn of Worlds: Apoch, a multiplayer game that is loosely based off of the tabletop world-building game Dawn of Worlds. The previous thread of the Age of Land and Beasts can be found here:
>>5225669

In this game, anyone who wishes to participate plays the role of a god that has been invited to help restore the dead world of Apoch. Using your divine powers, you will be able to shape the land and create magnificent creatures to inhabit it. With any luck, friendships and rivalries will form between you and other gods, as you compete to leave your mark on the planet in different ways.

This game shall be separated into multiple Ages, each of which has a different focus. The current one is the Age of Land and Beasts, which is dedicated to terraforming Apoch and populating it with all sorts of species. If this thread proves to be successful then I shall create another thread for the next era, the Age of Culture and Strife, which will revolve around civilisations and how they interact with each other.

The opening image is the map of the surface world, as of Turn 23. My next post shall have the map of the underworld.
>>
File: Land and Beasts Turn 23 B.png (1.05 MB, 8808x2392)
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The attached image is the underworld, as of Turn 23.


If you're interested in participating, my next post contains all of the necessary rules. If there is anything that you don't understand, please feel free to ask.
>>
If you are wondering how to join this game, it's simple. Introduce yourself and explain what sort of god you are. There's no formal template for this. Make your introduction simple or as complicated as you like. You don't even need to choose a divine domain, though one could provide a little flavour for your actions.
Once you're done introducing yourself, you're free to spend your 6 Divine Power on the Divine Abilities in the attached image. Simply copy the map, use your favourite graphics editor to mark the biomes you're creating or where you're placing a species and post your version of the map, along with how you spent your Divine Power.
Alternatively, you can choose to save your Divine Power (up to a maximum of 24) for future turns. That's fine too.
Once that's done, you're free to roleplay with the other gods as you wait for me to update the main map and start the next turn, which will grant you another 6 Divine Power that you may spend or save all over again.

To summarise:
When you first join the game and at the start of every turn, you gain 6 Divine Power that you can spend on Divine Abilities.
A new turn will begin every day, roughly at this point in time, which I will always begin by consolidating the contributions of the gods and updating the map.
A god can hold up to 24 Divine Power, so if you are unable to participate for a few days, you will not lose out.

Here's a couple of simple rules to keep in mind:

>If you use a Divine Ability in a way that does not align with that Ability's rules or goes against the intended spirit of the rules, it will fail. Any Divine Power spent in this way will be refunded at the start of the next turn, and I will explain the reason for the failure.

>You cannot target a hex that has already been targeted by another god during the same turn. For example, if you try to create a species in a hex after another god has changed the biome of that hex during the same turn, you will fail. Any Divine Power spent in this way will be refunded at the start of the next turn, and I will explain the reason for the failure.

And a couple of more complicated rules:

>If Shape the World is used to turn a hex inhabited by a species into a biome that isn't a favoured biome for that species, then that species will be removed from that hex at the start of the next turn, unless Adapt Species is used to make that biome a favoured biome for that species.

>If a species has been wiped off of the map and doesn't exist on a single hex, you do not need to use Create Species again if you want to bring it back. You can simply use Transplant Species to reintroduce it to the world of Apoch.

And the most important rule:

>If you have any questions, do not hesitate to ask. I will try to answer you as soon as I have the time. If I do not, then I will try to answer it at the beginning of the next turn.
>>
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>>5253825

Hello! Reposting the image of the Painguin.

>>5252702
>>5251578

Already in a bad mood from his first excursion, Fractal visits the Northern continent. It's been quite a while since he last set foot there. The Thundertusks still remember him well, and bow to him as he visits. He takes on a smaller form to wrestle with their greatest, who end up battered and scarred, but receive great renown among their savage tribes. He hears of the scorpions from them, and partakes in their killing. He finds their juicy insides far more palatable than whatever the god of Mirth did to the sea.

However, amidst his revelry, a group of foul-tongue crows descend upon the Thundertusks. Though their conflict is over, the beasts have been freshly 'blessed' with bladed tongues that do naught but spit venom. The God growls in warning, offering the murder a chance to leave them be. Instead, they turn their insults to him. Word has spread, from the birds in the South, of his little incident with the golems. They cackle to themselves, coming up with all manner of insults and veritably spitting in the hunter's face. He sits silently as they laugh, calling him dull-clawed, dim-witted, and continuing their malicious mockery till the sun has almost set.

He waits for several hours, till the cerulean moon begins to rise. Fractal then raises a claw. The Crows go silent, eagerly awaiting an exchange of insults. They have the utmost confidence in winning a verbal conflict, as the Beast opens his mouth and inhales...

Fractal snaps down on them, consuming a great swathe of the forest all at once. The crows are subsumed into his great maw, along with any poor Thundertusks who stayed to watch. He trots towards the Southern sea, continuing to chew the whole way. While he's no dumb beast as they alleged, he's not terribly creative. For their bandied words, he can think of one simple punishment: To be prey forevermore. He spits them out in their new forms, right-smack in the middle of the sea. They maintain their flight... But only underwater. Their bodies shall never take to the skies again, and they're fat enough to be a juicy meal to any sea-dweller. Perhaps being ripped apart by the monsters of the ocean will teach them humility over time.

>Create subspecies of the crows: Painguin- Ocean, Coastal, Glacial Floes, Cola sea, Deep Cola, Great Lake, Sea of Blood, Maelstrom Edge, Perpetual Storm, Great River
>>
that was fast
>>
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>>5253838
>>
(Just checking in the new thread to say I'm alive, I've just been busy lately and my creative juices aren't flowing. I'll be back next turn to start another war against the Serpent-Twisted and write some stuff out lol.)
>>
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>>5253831
(Phew thought I was late when I saw the post)

His two creations and their homes prepared, Insoleo knew that he needed one final piece to complete this puzzle: A goal, a motivation that could push them to compete with one another, draw them out of their comfortable homes and on to the main continent that he oversaw. And so, Insoleo set about creating a prize worthy of his progeny. As he arrived at the center of his primary continent, he set about bringing the image he had in his mind into reality. To creations after his own heart, what would be more enticing then a light purer and brighter then any other?

Insoleo began, once again, with terraforming. An indent, spreading out across the whole continent, a tilt just slightly inward. It would be necessary for what would come next. Then, he dug great channels through the glass, all across the continent. Empty rivers flowing inward, to the core. Next, he altered the permeability of the channel’s walls. This was the most delicate part of this step. Too thin, and they wouldn’t even be able to support their own weight, but too thick and they would be unable to serve their purpose. After several days of experimentation, the fractal feline let out a sigh of relief as pure, liquid sunlight began to bead through the glass surface, pooling in the bottom of the channel and flowing downstream, slowly traveling towards the continent’s center. After he implemented the change in all of the channels that now spread across his continent like blood vessels, Insoleo waited as more and more liquid light collected at the center, until a vast lake of blinding brilliance shone up at him from below, a several kilometer stretch of land completely submerged in luminescence.

This would suffice, at least to begin. With a wave of a paw, the shimmering water began to flow into the air, spiraling together to form the beginnings of a structure. Not since his creation had Insoleo worked with pure light like this, always diluting it through glass, crystal, or heat. And yet nothing had ever felt more right as a grand, towering mountain took shape before him, its blindingly bright peak piercing the clouds. As the liquid that formed its shape hung suspended in the air, Insoleo transformed it. What was once intangible had become liquid, and now he willed it to change again, to gain yet more solidity. At last, he released his grip and was relieved to see the peak stand sturdy and strong, liquid transmuted into pure, crystallized light. And as he looked down, he could already see yet more rivers of light flowing in from channels across the continent, solidifying as they lapped against its base. Forever would it continue its upward climb, a shining beacon beckoning his children with its brilliance.
>>
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>>5253871
…But Insoleo was still unsatisfied. This would certainly serve as encouragement enough, but it lacked…challenge. His progeny’s primary competition would be one another, of course, but left as it was this would simply be a race to the mountain, and that would be no fun at all. Yes…a place such as this needed caretakers, and perhaps one last player for this grand game he had prepared. He had come to quite enjoy this creation process, and he had already laid out his materials before him after all. And so, he set to work one last time, one final act of true creation before he suspected he would take things on a little more indirectly. His children needed room to grow, after all.

At the base of the mountain, Insoleo formed four tunnels, from each cardinal direction, watching as some of the churning, liquid light that had collected there began to flow in. The mountain would continue its growth, but it could afford to have some of its light diverted inward. Then, he returned to the apex. Much as it bothered him to mar such a fine peak, this was for the best…he hollowed out the very top, opening a plunging, downward tunnel until, at last, he sensed it connect with the intersection of the four smaller holes at the base. Already he could feel the liquid light beginning to fill up the tunnel, slowly building up towards his location. He’d need to work fast. A capstone, a focus, and a mould, all in one…well, he’d manage somehow.

Several grueling hours later, the focus was at last complete, laid over the opening he’d created in the peak. And not a moment too soon, as light rapidly gurgled up through the passage towards his most delicate construct yet. Insoleo watched with bated breath at the light met his device, transforming into something not seen since himself, something…organic. With a flap of wings even lighter than feathers, his fifth progeny emerged into the world, form indistinct and ever shifting, their only consistent feature seeming to be the wings that kept it aloft before even those faded away for a moment, the being of light soaring on willpower alone as it circled the peak from which it had been born. Even the liquidity of the Vintri paled in comparison to that of this creature, which flowed from one form to the next with natural ease. His more or less done, Insoleo watched in satisfaction as more and more of them emerged from the mountain’s peak, frolicking through the sky together in light-speed games of tag or strange, transforming communication. He loved all his children, but these, he could not help but feel, were the ones closest in nature to himself. A fine last addition.

>Insoleo spends 3 DP to Shape the World, using three hexes to create a great, towering Holy Mountain of pure, crystallized light, a shining landmark visible, if faintly from just about anywhere in the world
>Insoleo Spends 6 DP to Create Life, bringing into the world the Solarions, elementals of living light not unlike Insoleo himself
>>
>>5253875
(Also, would it be alright if I changed the name of the Crysii to the Intrum? Just feels a bit more fitting)
>>
>>5253825
Buufhonks current ID, it will change when I get home but ill verify its me
>>5253024
[S]Dont forget my turn[/s]
>>
ur reporting in has my move been confirmed from the last thread.
if anyone have any ideas feel free to tell me if i can do something more thematic or exciting and i cna change it
>>
>>5253831


Yearn dreams deeply of his greatest wishes in his unconsciousness of only of a god. He sees the wishes of the populace of Apoch and enjoys them all. Nearing his slumbers end, Yearn feels a new desire forming in Apoch as it becomes larger with even greater density of hopes and dreams of sentient beings of all tastes.


Yearn awakens once more and scalps the ground beneath the north western continent throwing the earth above creating mountains.

>15 DPS on shape world caverns with orange dot underground

>7 DPS on shape world mountains with black dots
>>
I'll be doing the update as per usual around 23:00 UTC, no need to remind me. I'm taking everything into account and if I make a mistake and miss something, feel free to remind me.
>>
>>5254005
>>
I’M BACK
Did the big fucking moon die yet?
>>
>>5254050
No.
Updates pertinent to you would be the breaking of the bond between the Crows and the Yetuns, the weakening of the Crows to Level 5 and Fractal creating a new subspecies based off of the Crows called the Painguins.

You've got roughly half an hour to do something before I stop accepting input for Turn 23 as I finish the preparations for Turn 24.
>>
>>5254075
did my action get accepted of adapting the shadows and infecter vines?
>>
>>5254087
Yes. Unless I specifically raise an issue with something that you have done, you can just assume that I've accepted any action you've taken.
>>
>>5253831
The crow-god was enraged- no, that would be putting it mildly.
The bond was broken, for no good reason. Friendship forged is kept, not out of need but out of respect.
And to lessen his favored, his only creations- what gall?!
> empower the crows 5 times, connect them even more to Murtnag, to remove the treachery and disunity, at the cost of most of their individuality
Frosore shall pay
>>
Proposal for the Mad Moon
Yo Ur, so how would you feel if Buufhonk was familial, im just saying throughout mythology gods origins are often retconned and vague. Your thoughts on Buufhonk being from or part of "Mad Moon Ur" in some capacity, this is also my way of seeing if you want to start an alliance like ive kinda been pushing for my last few turns
>>
>>5254109
Fuck i guess my IP changed again, its gonna do this every now and then yall im sorry
>>
>>5254115
The easiest way around that is to use a tripcode instead of just namefagging.

Also, closing entries as I prepare for Turn 24.
>>
Oh my. The emergence of the Stiltwalkers and the enfeebling of the Shadows might potentially shift the balance of power in that swath of marshland. In fact, the only thing keeping the distended clowns from driving back their foes is the symbiosis between the Infesters and the Shadows. Over many millennia, they have learned to use those ominous creepers to their advantage.

While I do not care if the Shadows are pushed out of the swamps, I worry about the possibility of their giant foes pushing them out of the underworld as well. For the Ogres are quite a successful species and I see no reason for them to reign over the subterranean landscape as well as the many mountains of Apoch.

So, I place a curse upon the Ogres to weaken them. Their great hunger shall become a curse. Should they go without frequent sustenance, their fattened bodies will begin to wither and fail. Their great appetites are no longer a matter of desire but a matter of need, a requirement if they wish to survive. This shall grant the Shadows a fighting chance against them and help them escape outright extermination.

Once more, I shall grant the Gorecaps a boon. Not only will they draw strength from blood, but they shall gain great sustenance from it as well. A mouthful of vitae is enough to keep one of this bloodthirsty species satiated for an entire day, with no need for any other food or drink.

Finally, there is the matter of Effie's Magma Snails. They have not spread anywhere near as effective as they should, thanks to their initial placement. I believe I shall place a handful of them in a far more advantageous location, so that they might proliferate far more effectively.

>First, I shall spend 2 Divine Power on one use of Enfeeble Species, to bring the Level of the Ogres down to 9.
>Second, I shall spend 2 Divine Power on one use of Empower Species, to bring the Level of the Gorecaps up to 6.
>Third, I shall 2 Divine Power on one use of Transplant Species, to place the Magma Snails in a new hex as seen in the attached image.
>>
File: Land and Beasts Turn 24 A.png (2.45 MB, 9256x4592)
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Turn 24 of the Age of Land and Beasts has begun.

The attached surface map contains all of the updates made during the previous turn.

Failed Divine Abilities & Refunded Divine Power:
>Loreleilim did not show where the new Poconthy subspecies should be placed, so I am refunding the 3 Divine Power that she spent on them. If she can show me where she wanted them placed last turn, then I shall make up for any lost species spread.

Existing Conflicts & Bonds:
>Bond: Infester Vines & Shadows.
>Bond: Roggs & Dexter Vines.
>Bond: Gorecaps & Trufflehogs.
>Bond: Crows & Harpies.
>Bond: Harpies & Carnies.
>Bond: Vintri & Hyalax.
>Bond: Harpies & Mousefolk.
>Bond: Crows & Mousefolk.
>Bond: Stormscales & Serpent-Twisted.
>Bond: Gridvines & Gearmechs.
>Bond: Earthern & Brainbulbs.
>Bond: Flamers & Dragons.
>Conflict: Fire Goblins & Ashtongue.
>Conflict: Shadows & Ur-Spathi.
>Conflict: Wilted Dexter & Heralds.
>Conflict: Ogres & Shadows.
>Conflict: Shadows & Roggs.
>Conflict: Fire Goblins & Stormscales.
>Conflict: Halflings & Poltergeists.
>Conflict: Shadows & Stiltwalkers.

Remaining & Expired Timers:
>Conflict between Fire Goblins & Serpent-Twisted can now start.
>The bond between Earthern & Brainbulbs can now be broken.
>A bond between Crows & Yetuns cannot be created for another turn.
>The conflict between Halflings & Poltergeists cannot be broken for another turn.
>The bond between Flamers & Dragons cannot be broken for another two turns.
>The conflict between Shadows & Stiltwalkers cannot be broken for another two turns.

With the start of a new turn, all of the species have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.

Here is the current Divine Power of every god:
>Scaper: 24 DP
>Fractal: 9 DP
>Frosore: 12 DP
>Yearn: 6 DP
>Effie: 24 DP
>Uthys: 24 DP
>Torc: 12 DP
>Totalous: 24 DP
>Loreleilim: 10 DP
>Carrion Lord: 24 DP
>Ur: 24 DP
>Drazil: 15 DP
>Lases: 6 DP
>Yidith: 24 DP
>Murtnag: 20 DP
>Trillimti: 11 DP
>Endestria: 6 DP
>Insoleo: 17 DP
>Vellyn: 12 DP
>Buufhonk: 6 DP
>Dryf: 6 DP
>Chitinron: 16 DP
>>
File: Land and Beasts Turn 24 B.png (1.08 MB, 8936x2392)
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The attached underworld map contains all of the updates made during the previous turn.

Next turn, Turn 25, I will implement the following rules as we prepare for the end of the First Age:
>The Catastrophe ability will be disabled entirely.
>A god will only be able to use the Create Conflict ability if that god created at least one of the two races they are creating a conflict between. If the god created neither of the races, the god cannot use the Create Conflict ability on them.
>I will reserve the right to refuse any actions or use of abilities that I consider overly disruptive. As we go into the Age of Culture and Strife, I would like the world to be in a relatively stable state that everyone is happy with. For example, no one-sided conflicts out of nowhere that will end in genocide and no painting over swaths of pre-existing biomes.
This is the last turn before these rules will come into effect.

And as always, please point out any mistakes I've made.
>>
>>5254149

Yearn rests at the end of his work before deciding that his desires can be fickle and he must whisk himself off to view the creations of other gods. He comes upon a creature similar to the crow that he once knew. It seemed the fatness of these winged beings had been increased by another in their transformation. Yearn smiled at the work of another.
Perhaps a similar creature of the crow but without the fatness of the crow or the new being, Yearn could work the desire of a winged being for material things. A bird of collections with infinite desire for interesting objects. Yearn placed this bird in the south eastern continent for it to live freely and create the ultimate collections.

>Use 3 DPS to create subspecies of crow the Magpie with the same biomes of the crow placed at the blue dot
>>
>>5254170


Yearn carries the Magpie and brings it back to his domain where it can thrive with the species of the north western continent as well.
He watches the Magpies for a spell to ensure they are able to begin their collections before returning to shaping the earth of this land.

>Transplant magpies to blue dot with 2 dps

>Shape world and create one mountain 1 dps
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>>5254151
Time to finish the sea
>Spend 3 dp to shape the world.
>>
>>5254149

With the Poconthy created, and the Viersperan almost finalized, Loreleilim was pleased. The only thing she needed to do was guide the giant serpentine creatures changes through the years to have skin as tough as their scales and stronger bones to both deal their body weight better and to withstand any strike that should come to them in the future, and lastly to better deal with extreme heat. With this done, there was only a little bit more to work on, that being guiding the Viersperan to be able to stay in any warm place, and in the case of the Poconthy to truly make them adapted to just about everywhere. But of course, the Viersperan would come first. They were closest to completion after all, and the work on the Poconthy would take a very. Very. Very long time.

(Poconthy should just start in the plains in the south of my little continent. With that out of the way, 2 more to empower the Viersperan.)
>>
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>>5254149
Dryf stood at the edge of a cliff. Below him stood the exposed sea bed made long ago by Lases. It wasn't a problem then, but now that Scaper had expanded it to seperate the sea of blood from the rest of the ocean, it was in the way off trade.

Dryf didn't want to do this, Lases had proven to be a good trade partner, and he didn't want to see his creations destroyed. But Dryf was not a god of friendship, he was a god of trade.

Dryf raised his hands the crystal fields behind him began to shake, in a few moments, they would expand over the exposed sea bed, killing the scallop crabs there. Dryf raised his hands so that he may finish the process.

Wait.
Oh Wait.
This is stupid.

Dryf realized that he could raise new crystal fields and create new exposed sea bed as compensation, or he could just adapt the Earthern. That was a way better idea. It unlocked new potential land for his people, including that island in the middle of the map that never got used. And they can sell Scallop crabs as food and pets.

Why didn't he think of that earlier?

Well he had already gotten the Crystal expansion spell ready, so he should put them somewhere, and Dryf had a space in mind.

>I use 3dp to adapt the Eathern to exposed seabed
>I then use 3 more dp to turn the blue Cs into Crystal plains
>>
>>5254149

Fractal’s permafrost caverns grow deeper, cutting through the solid rock and pushing it apart. Sparks of half-digested life are present throughout its walls, and something is brewing within…

Where water meets the lava rivers, Fractal repeats the same process. As the fiery flow meets the ocean, it naturally peters out and turns into obsidian. The Rol aren’t present at these caps, though.
>>
>>5254562
((Oop, please ignore the top one. I didn’t see that Dryf had it handled. I’d like to change it to this one
>>
(new thread, yay!)

With the beginning of the Great Bridge and the first Turbine Falls completed, Endestria had run into a problem: A severe lack of any races well suited to maintaining them. Oh, he could ask the Harpies and Mousefolk, but they were already extremely busy with the Gear Fields and were not well-suited to underwater activity by any means. He had other plans for the Gearmechs, so that wouldn't do at all. Creating a new race would take too much power out of him, so of course, he struck upon the original idea that had resulted in the Harpies: Adapting the work of another for the purposes. What to use? The Serpent-Twisted wouldn't be well suited for the job, and while the Painguins had elements he was familiar with, their small size would be hazardous in the strong currents of the Falls.

A terrestial species twisted toward aquatic motion, then? While he loved the Harpies, Mousefolk and Gearmechs, they would certainly not do, and neither would the Waspfolk, Carnies or Halflings. Casting his gaze Westward, Endestria finally found the perfect inspiration: The Viesperan. He gave the Viesperan the gift of ingenuity, before taking some and twisting their tails for better locomotion underwater. With the adaptation of gills to breathe and resistance to the warm and cold waters in the area, he finally had the maintenance crew he needed. They would survive in the Turbine Falls, under the Great Bridge and in all the coastal waters nearby, and they would be called the Mer.

>2DP: Empower the Viesperan with ingenuity
>3DP: Create subspecies of the Viesperan: The Mer, and start them on Turbine Falls

~~wow, stock fantasy merfolk race, how original! i'm sorry, someone had to do it~~
>>
>>5254581
also, huh, id changed. guess it's time for me to learn how to trip then, whoops
>>
Effie's dreams of war were again quashed. Emboldened by Drazil's words, their utter defiance of her will, the Fire Goblins had yet to utter a word of reprisal to their serpentine brethren.

Together, they were able to form something of a mutual bond. The larger, amphibious Serpent-twisted protected the Fire Goblins, and provided food from the waters surrounding the island. And the Fire Goblins provided shelter and servitude to their needs.

All was well. The Sly Serpent was cackling from the depths, a maelstrom of laughter. With the war over for now, he gave away more of his power to Fractal as a reward for his aid.

>Bond between Fire Goblins and Serpent-twisted.
>Give Drazil 3 DP
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>>5254546
Due to how I map spread, I do need a precise location. So unless you want somewhere else, I will go with this location (and account for spread that should have happened during the previous turn).
>>5254581
The Viersperan have three favoured biomes. Could you choose two more, in addition to Turbine Falls?

Otherwise, great additions.
>>
>>5254594
Meant Fractal
>>
>>5254149
Effie's people had defied her. They longed for peace, for an end to war, an end to the senseless slaughter that had been going on between them and the Serpent-Twisted for generations. Effie... did not understand at first, why would her own creations defy her? Do they lack the courage to fight? No, it is true courage that made them have the gall to stand against her.

Effie would be proud if it were not for her great rage. The Fire Goblin's courage did not mean they were immune from punishment. A bright light shines from her crystal form and covers the entire island, and each goblin the lights touches can feel their mind break to Effie's will so that they might never defy them again. They will obey her.
>Use 2 DP to enfeeble the Fire Goblins with susceptibility to mental attacks.

With the Fire Goblins under her yoke once more it was time for the war effort. First, the Magmamorks were tamed by the most courageous goblins who would ride on their bucking backs for days at a time to tame them.
>Use 6 DP to create a bond between Magamorks and Fire Goblins

Next, a peculiar race of mercenaries that Effie felt a strange kinship to were brought in as temporary warriors- ones that had to leave the island as soon as the war was over.
>Use 6 DP to create a Bond between Fire Goblins and Flamers.

Finally, she cursed the vile Serpent-Twisted for their continued intrusion on her realm, and empowered the Fire Goblins as an apology for her harsh punishment earlier.

She cursed the Serpent-Twisted's young, made their eggs sensitive to heat and unable to stand the harsh magma rivers of the volcanoes.

>Use 6 DP to empower the Fire Goblins 3 times
>Use 4 DP to Enfeeble the Serpent-Twisted 2 times

Effie's rage is terrible, and when a grudge is swore upon her name, it shall never end.
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>>5254594
(Oh, I got ninja'd. I'll let Scaper decide whose actions he wants to refund. I will say that when I said I was going to war earlier it was OOC until now.)
>>
>>5254617
>Use 6 DP to create a Bond between Fire Goblins and Flamers.
All of your other additions are great, but the Fire Goblins are yet to encounter the Flamers and don't share any hexes with them, so I cannot allow a bond between those species.
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>>5254617
(Wait, I forgot the 3 DP to create a conflict, remove the enfeebling of the Fire Goblins and one of the Empowerings of them. Replace it with using 3 dp to create conflict. I guess the mental thing will just be an RP thing instead of actually doing anything mechanical.)
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>>5254627
(That's fine. Just go through will all my other actions then, forgot cancelling the Enfeebling and Empowering lol.)
>>
>>5254620
>>5254628
>>5254631
There can't be a conflict if there is already a bond and he did post first, so I will refund your use of Create Conflict.
Consider this time to prepare for a great battle in the future, if you wish to break the bond that Drazil has made.
>>
>>5254634
(Ok. Can a bond be ended and a conflict created the same turn? Also can't say I'm not a little annoyed that create a bond is being used for the purpose stopping the create a conflict action as soon as the timer after the ending conflict action expires.)
>>
>>5254149
As Lases waited for a reply some part of him suddenly became aware of the fact that his idea to form a bond between the Dryfters and his Brainbulbs was impossible for two simple reasons, one the Dryfters were now known as Earthen and two the there was already a bond between the two.

Feeling a bit sorry for the fact that poor Wicky had to deal with all that documentation he had sent for no reason Lases decided he should make it up to them. Luckily he knew the perfect way to do it and after stealing some sugar from Buufhonk's biomes made a chocolate cake the size of a mountain with the words "Sorry for the extra work Wicky" on it and sent it away to it's targe... er recipient.

While he had still not gotten answer from Insoleo he figured the God of Light was probably fine with his offer and f not he would undo the bonds as soon as he could, but there was still the issue of how to make them all benefit, making the Vintri ride his snails seemed like the obvious solution but what would the snails get from it? After thinking it over he at least came up with some benefit for the smaller Glass Shells.

Create bond Vintri and Glass Shells 6 dp. Using their semifluid bodies the Vintri have figured out how to ride the Glass Shells, due the snails small size it's somewhat awkward and not as fast but still. While being ridden the Glass Shells enjoy some extra protection beyond what their shells provide otherwise due to the extra glass coming from the Vintri
>>
>>5254642
Yes. While I understand your annoyance, it is all a part of the game.
Allow me to give a bit of advice and suggest that you should wait until Turn 28 or later before you break the bond and start the conflict (which will require 15 Divine Power), if you want the conflict to be a thing going into the next Age.
And if that 15 Divine Power seems like a lot, it's only 3 more than Drazil had to spend in order to end the conflict and create the bond in the first place.
>>
>>5254651
((For the purpose of post-turn 25 rules, do Subspecies count as made by the god? Or does it mostly refer to the original 6 cost base species?))
>>
A lazy god wakes up on an island of dead land.

He thinks.

He ponders

He goes back to sleep.
>>
>>5254656
A subspecies made by you counts as a species made by you.
>>5254663
The presence of a lazy god has been noted. His Divine Power shall accumulate while he rests.
>>
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>>5254642
((Goddamn. I wrote this post once before but it got erased/eaten upon posting:

There’s a rather fitting way to get a leg-up in the war, and stop it from being an arms race to get DP.

You could form a sort of border around the volcano, and turn it into a ringed city. The problem is that Volcano is amphibious, which means the Goblins are perpetually surrounded and can’t actually mount an attack. Making a border of purely terrestrial land would prevent the Serpents from pushing all the way in, unless specifically transplanted, which would cost extra to do each time. Could even do something like leave a single gate tile open but defended, so they’d be pushing through one breach instead of flooding into the island all at once. ))
>>
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A green chrysalis glows pulsing with divine power as the young god inside stirs, the worship of his/her subjects filling her dreams, worry of the crazed moon returning, the birth of a budding friendship between her creations and the creations of another, the birth of new races and the coming of old gods, and speak of the dreaded mad moon returning. SHE MUST PREPARE HER CREATIONS!
His/her chrysalis rest in the center of a giant jungle tree surrounded by small flowers jars of honey, small carved flint tools and pieces of fresh sweet bread, dozens of flowers and vines have grown around her resting place, small primate wax candles lay around lit, the occasional wasp-folk would come to give thanks with a morsal or some trinket they made. Some would just sit and rest after a hard day’s work. This calm peaceful moment is suddenly interrupted by a bloom of divine energy pulsing from the chrysalis its energy lashing outward toward the wasp folk and downward into the ground toward the wasp-folk and mouse folk underground.
(1/3)
>>
>>5254682
(I was considering doing that when it first started but I felt bad about using Shape the World for war purposes. I might just have to do it because at this point it'll just be a cycle of kicking the Serpent's off the island for two turns then the conflict being immediately ended since there's no way for me to actually wipe them out.)
>>
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As the war leader of the first united hive Sol khan was born the first of his family the eldest son of the stinger clan who had first defended their brother and sister from a jaguar as a grub biting its head of with his jaws, from this he learned from a young age he would need to defend his clan and so he pioneered martial combat the first of his people to create a sort of martial code to teach how to use not only a blade but the mind of a aspirant warrior to be able to defend the warriors soul from harm, while crushing their opponent with a combination of sharp bites strong punches and stings, some say there is a possible technique that could obliterate an opponents verry soul but that is only a Rumor surely?
>Empower wasp-folk with mental defence-2dp,
>empower wasp-folk with martial prowess-2dp,
>empower wasp-folk with hidden talent soul-strike the ability to combat spectral opponents 2dp.
>>
As the divine power reaches out ward it reaches towards the ground reaching the wasp-folk within the underground and indecently reaching the first meeting between the wasp-folk and the mouse-folk both parties feel the blessings of a god reach out toward them circling around the, while at first the experience is terrifying it is soon replaced with the feeling of what could only be described as a mother caressing her children and smiling at their new friends.
>spend 6 dp to form a bond between mouse-folk and wasp-folk
but as sudden as it appeared it left slowly retreating back toward the chrysalis
(3/3)
>>
>>5254689
((Ah yeah, we do have that agreement to not just nuke each other’s islands. But this feels more like a fair tactical use, rather than retaliatory destruction. Thoughts, Drazil?))
>>
oh great new ID
>>
>>5254691
>Warrior Wasp-folk
Based name, absolutely love these guys.
>>
>>5254691
((by the way that is literally a chittin helmet combined with a boar tusk padding no metal involved just special cut bone, chitin and boartusk))
>>
>>5254699
((thanks))
>>
>>5254697

Long as it isnt completely dunking on islands I'm good
>>
>>5254599
oh my bad sorry, the 3 biomes are Turbine Falls, Coastal Oceans and Great Bridge
>>
Thinking of overhauling how I post the map. Keep in mind, the attached image is not an update, it's just an experiment.
I see three possible methods of posting updates:
>One map and key for the overworld, one map and key for the underworld in two separate images. Basically what I've been doing all along.
>One image contains both maps and a single key for both the overworld and underworld. See attached image.
>One image containing both maps and a second image containing a single key for both the overworld and underworld.
Which sounds best to you guys?

Also just repeating, this is not an update, any information contained in this image is absolutely incomplete.
>>
>>5254748
(( I prefer the split key, like you’ve been doing so far. There’s so many biomes and races that it’s easy to get them all confused. So with the two keys, things exclusive to the surface/underworld haven’t been melding, which has been easier to keep track of. ))
>>
>>5254748
>One image containing both maps and a second image containing a single key for both the overworld and underworld.
I think that'd work the best, although split key works too
One thing that would be helpful might be keeping the hexes the same size so it's easy to overlay them on top of each other and see which underground hexes correspond to overground (particularly for those who would want to make new underground entrances? we might be finishing the age soon though so maybe there's no point)
>>
>>5254751
That's a fair assessment. My main issue with the format is the insane amount of white space that just looks ugly. I flinched when I realised how awful the OP image looks.
How is this? It still has all of the usual information, just laid out in a different manner.
>>5254755
Unfortunately, I learned shortly after I began this quest that the hex grid I chose to use isn't entirely even. Every now and then, it's a pain in the ass but there's no way in hell I'm going to try and transport all of this over to another hex grid just to satisfy my autism. That would be an entire day's worth of work that would have minimal impact on the actual quest.

Again, just repeating, this is not an update, any information contained in this image is absolutely incomplete.
>>
>>5254767
i see, i think that looks good
maybe you could separate the species list into terrestial/aquatic to mirror the biomes list? problem might be that there's a very skewed distribution so maybe 2 columns for terrestial and 1 column for aquatic?
>>
>>5254767
((I think the verticality makes it way more mobile friendly. I can zoom in much further on this version, as opposed to one that’s wide. While splitting creatures by type would be nice, I also really really enjoy being able to keep track of which creatures came first on the list. It’s a sort of chronological, living record of our work. Might just be me, though.))

Fractal stirs within his mountains. He senses the ending of an era, and great upheavals to come. He’s made many creations. Yet unlike the other gods, he doesn’t seek to uplift them and create civilization. His children are beasts and fellow hunters, before all else. He feels the urge to fill the world with his feral progeny, before the Age of Land and Beasts is over, so that there’ll always be trials for the mortal races to conquer in the future.

And so, he lies in wait, forging cataclysmic beasts within his throat and thinking hard on their designs. Once the serpent pays back the final portion of his debt, he’ll be ready to fill swathes of the world with his Monsters.
>>
>>5254109
Not against it perhaps not familial as then it would be incest if we co-create something or not but i like the red moon being interpritated as the great red nose in the sky.
Any ideas of what too do this turn as i am loaded with points like a baloon ready too burst
>>
>>5254899
Also KEK Proposals could mean something else when joining pantheons among gods
>>
>>5254767
Maybe you could merge the biomes into one list, and have some kind of asterisk or other indicator to distinguish between types of biome. Also, you could mess a bit with font size to combat the white space. Another option is to just have the key be an entirely separate image from the map, which would certainly at least make the OP look better.
>>
>>5254936
Yeah we sort of must, but also colours getting hard to tell apart should we try switching over too some codesystem or is this unfeasable? Perhaps set a certain amount of species per tile would give more reasons why too conflict or bond?
>>
>>5254945
Agreed on just the colors. On mobile, it’s impossible to tell the multi-lined ones apart.
>>
>>5254767

I don't mind which format for maps you do. Any variation will be adapted to for sake of continuing to play.

Does divine points carry over into the next age ?

And to have the ogres spread across the caverns in the underworld that I shaped last turn, do I need to transplant them there or will they spread by themselves?

(I think I have been misunderstanding the rules about spreading from their origin location as well as their transplanted locations)
>>
(Hmmm, not sure if I should hedge my bets and see about at least getting the Leolor and Intrum uplifted this turn, on the off chance that's one of the things that gets restricted on Turn 25. Anyone that'd be up to loan 7 DP? Can pay it back to them on the subsequent turns, with some interest.)
>>
>>5254970
Sure i could loan that
>>
>>5254970

((For your info:

I was going to keep this to myself until the very end, since telling people might encourage them to just focus on species right up until Turn 30. But yes, the plan is to have additional turns after Turn 30, with a few extra rules:
>All abilities except for Shape the World are disabled.
>Shape the World can only be used to turn Dead Land into another biome.
>Shape the World cannot be used on the underworld, only on the surface world.
Also most of the abilities will remain in the Age, though they will increase in cost to place greater emphasis on civilisation-based abilties instead. Though for the gods less interested in civilization, I plan on providing some new options.
As of this moment, the only abilities getting removed are:
>Create Species. Any new creature will have to be a variant of existing one, made using Create Subspecies.
>Enlighten Species. Once the Age of Land and Beasts is over, intelligence will be limited to the species that already have it and any variants of them that will emerge.

And as for 25:

Next turn, Turn 25, I will implement the following rules as we prepare for the end of the First Age:
>The Catastrophe ability will be disabled entirely.
>A god will only be able to use the Create Conflict ability if that god created at least one of the two races they are creating a conflict between. If the god created neither of the races, the god cannot use the Create Conflict ability on them.
>I will reserve the right to refuse any actions or use of abilities that I consider overly disruptive. As we go into the Age of Culture and Strife, I would like the world to be in a relatively stable state that everyone is happy with. For example, no one-sided conflicts out of nowhere that will end in genocide and no painting over swaths of pre-existing biomes.
This is the last turn before these rules will come into effect.


Hope this helps! Pasted everything Scaper said.))
>>
Does the map wrap? Like, is the world flat, or actually a three dimensional object? Can land masses connect from the top of the map to the bottom of the map?
>>
>>5255040

They do not. Scaper informed us of this in the previous thread.
>>
I'll probably settle on the vertical format for the time being.
>>5254945
>>5254946
That's something I am thinking of changing with the end of the current Age, as I will be taking at least a week to try and restructure things a little and make a few improvements for the next Age.
The main issue is - what's a good system of conveying that six different species inhabit a single hex and what those species are? What's an elegant way of conveying so much information in a tiny amount of space? I can't think of any system better than what I've got so far, but I have got a few ideas for how to change colour representation. See two possibilities in the image and tell me if they are more intelligible at all.
>Perhaps set a certain amount of species per tile would give more reasons why too conflict or bond?
Too late for that. For some gods, stuffing as many species as possible into a small space seems to be their niche, so I'm not going to limit that at this point.
In a new game with a fresh start, I would absolutely apply that limit.
>>5254952
>Does divine points carry over into the next age ?
No. All gods will have to start fresh in the next Age.
>And to have the ogres spread across the caverns in the underworld that I shaped last turn, do I need to transplant them there or will they spread by themselves?
The Ogres have spread to their maximum natural limit of five adjacent hexes away from their original hex - with spreading from an overworld hex to an underworld hex (or vice versa) counting as spreading to an adjacent hex.
If it's confusing at all, see the attached image for how I've handled their spread. If you will want them to spread further than that, you will have to transplant them. Sorry for any inadequate explanations in the past.
>>5255040
My original response was this:
>Assume that the world is a roughly spherical planet - but unless people would like me to, I won't be simulating species spreading from the eastern edge to the western edge or vice versa. Assume that there's a large gulf of ocean I haven't mapped and that we have no interest in, for the purposes of the game.
So for all intents and purposes, treat the map like a flat plane.
>>
>>5255059
>For some gods, stuffing as many species as possible into a small space seems to be their niche, so I'm not going to limit that at this point.
(...oops, guilty as charged, sorry)
>>
>>5255059
I think Alternate #1 has potential, but Alternate #2 is definitely going to cause confusion. Alternate Glass Snail #2 looks identical to two species living there that are blue and white. I think limiting the number of species per tile in the future would be a good way of helping this.
>>
>>5255059
(Hmm… A hex has 6 points. Would it look too fucked up if a species has the alternate 1 scheme, and takes up one point on the hex? And if there’s more than 6, then it could start getting split like it currently is. That would still leave a big window in the centre for the biome art.
>>
>>5255079
((Something like this, though I can’t quite envision it on a large scale since I’m making this edit on mobile
>>
>>5255059
Idea, why not use the edges of the hex? There are automatically 6 on each side, if you bring the line in just a little you can squeeze some color patterns for subspecies while still getting the biome thumbnail in
Idk how bad that would increase the workload though just offering a possible alternative
>>
>>5255081
This is more or less what I meant but the corners look nicer imo smart thinking
>>
>>5255070
There's nothing wrong with what you're doing and I don't have a problem with it. It's just difficult to graphically represent.
>>5255075
I confess that I expected most people to be a little more interested in creating their personal patches of land with their own creatures. Instead, there's been a lot of overcrowding of small oases that I just didn't foresee. I don't have a problem with the players doing it, any problems that occur because of this are on me.
>>5255079
>>5255081
>>5255084
>>5255090
It would be an elegant solution if it wasn't for the uneven hexes and the fact that I still think it would be pretty illegible on a phone. If I started a new game, I would probably try that instead (as soon as I confirm that the hex grid is actually even this time).
Instead, I'm going to place my hopes in the next Age and how I'm planning on representing civilisations. Like how species are shown on the bottom of the hex, the local civilisation will be shown on the top of a hex.
Only one civilisation is allowed to exist on a hex, since they're not very fond of sharing. In addition to this, any species represented by the local civilisation will not be represented in the species segment because... well, it's obvious. If the civilisation exists in that hex, so do the species that inhabit it.
The 'one-civilisation-per-hex' rule also allows the civilisation segment to be made more fancy and be given emblems and patterns and stuff, if people want to make tiny 'flags' for their civilisations.
See the attached image for an example.
>>
>>5255103
That looks dope and makes sense to me
>>
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The lazy god wakes up and realizes they have the worst ache in their back and neck.

This won't do. He sighs, this is going to involve work.

While the lazy god hates effort, he also loves efficiency, and so with something akin to popping his stiff neck he pops five duplicates of himself into existence.

They sigh as one and teleport across the world, each landing on a different island. Metaphysical sleeves are rolled up, cosmic blueprints are examined, local wildlife is checked for and found absent, many many grumbling worker clones are popped into existence. A seed is planted, watered with divine power, shaped with divine will, and in the case of two of the islands simply pushes existing smaller trees directly into the ocean. The tree grows, and grows, until it covers the entire island, a colossus in the ocean, roots large enough to dock a ship against. The interior is shaped and transformed as well, grand libraries, sweeping hallways, cozy bedrooms complete with beds formed of soft fuzzy leaves. Branches sprout a variety of fruits and complex root systems purify salt water and release it into streams that run through the public spaces of the tree. For all their majesty the trees are effectively groveling servants without masters, forming massive cozy mansions without any inhabitants.

Their work done the six lazy gods find the nearest bed and fall asleep.

> Spend six DP on Shape the world at the starred locations to create "The Arbor Hotel", a massive tree that provides food, shelter and water to any who wish to live in it.
>>
((Question about bonds. Do they apply species-wide? Or only on hexes that both species share?
>>
>>5255223
((I think it depends on how the god creates said bond))
>>
>>5255128
Great entry.
>>5255223
I have always intended for the benefit of Bonds to be limited to hexes that both species share, but for some reason I forgot to include that when writing the rules in >>5253831.
Even then, I'm not sure if it's such a good idea. I'm open to input on this and I'm willing to change it for the next Age and future games.
>>
>>5255225
((My suggestion for a future game would be to have bonds still apply species-wide, but maybe be broken automatically if both species share zero tiles at some point. Might help with overcrowding))
>>
>>5255007
(Ahhh, that helps a lot. No need to hurry then.)
>>
hmmm i guess i can no longer play with the shadows then
>>
anyways scaper is my loan to insoleo made offical?
>>
>>5255303
i dont remember but can a species be adapted to become aquatic? and does bonds count for the species count for the sub species.
all of these are stupid questions from me
>>
>>5255312

If I'm reading the powers post right you can't adapt to be amphibious, but you can make a subspecies that has water habitats instead of land ones, but never both.
>>
>>5255303
You still have the remainder of Turn 24 to use Create Conflict to start fights using the Shadows, if you want to. So, you have roughly another hour.
Also, the Shadows still have on-going conflicts with the Stiltwalkers and the Ogres. Even if you won't be able to make new conflicts between the Shadows and other races, you can still try to empower the Shadows and weaken their enemies if you want them to win - or vice versa, if you want them to lose.
>>5255304
His request was made out of a lack of understanding and as he said in >>5255301, there is no need to rush. So unless you want to donate 7 Divine Power that will likely be wasted, I advise against this.
>>5255312
>i dont remember but can a species be adapted to become aquatic?
No. A terrestrial creature can adapt to terrestrial and amphibious biomes and an aquatic creature can adapt to aquatic and amphibious biomes.
At this point in time, a terrestrial creature cannot do anything with an aquatic biome and an aquatic creature cannot do anything with a terrestrial biome.
You can use create subspecies to create an aquatic version of a terrestrial species if you want, but then it stops being terrestrial. The same is true for terrestrial subspecies of aquatic species - they stop being aquatic.
>and does bonds count for the species count for the sub species.
No.
>>5255320
You're absolutely correct.
>>
>>5255321
ah so i cant make a aquatic creature from a terrestrial one for a subspecies
>>
>>5255334
((You can.

Btw, Scaper, are you planning on archiving thread 1 on Suptg?
>>
>>5255334
I said that you could when I said this:
>You can use create subspecies to create an aquatic version of a terrestrial species if you want, but then it stops being terrestrial. The same is true for terrestrial subspecies of aquatic species - they stop being aquatic.
Other people have already done this too, so it is perfectly possible.
>>
>>5254149
>create conflict between infester vines and micefolk
its a parasitic vine so it would interfere with monocultures of crops close too eachother its like a wetdream of a plant parasite
>>
>>5255338
https://www.youtube.com/watch?v=erIgEEZ_tmo
basically this like why would not a parasitic plant species attack literally the most weak and vulnerable plant all identically packed close too eachother its a prime nursery for infecter vines and that would put it in direct conflict with them as a agricultural society.
this is probably too late as i sort of just feel asleep a bit
>>
>>5255338
>empower mouse folks twice
I gift them the power of insect swarm magic to defend her children’s new friends
>>
>>5255341
Basically infested flower covered feilds ripe for pollen and nectar actually more then the host can really sustain
>>
((Oh wait doesn’t the pact between the waspfolk and micefolk already bump them up to nine so instead of wasting dp she just empowers them once to create a tie))
>>
>>5255338
Oh also shadows so its a even 6 points
>conflict between shadows and micefolk
The shadows protect there hosts
>>
>>5255338
>>5255352
With this spent the feilds are blighted but returned too nature ripe with nectar nurishing bees and other pollinators
>>
>>5255351
Noice
>>
>>5255351
See >>5255225. If the Waspfolk aren't present on the hex, that bonus will not apply. That's how I've been doing it so far, so I'll keep it that way for the rest of the Age. Just five more turns.

This is starting to fall apart but I'll try and keep this game running until the end of the Age, at which point I will be able to rewrite the rules for the next Age with some input from the rest of you.
>>
With that, I lock entries for the night as I finishing mapping out Turn 25.
>>5254546
>>5254599
As you haven't given an exact location, I shall go with the circled location for the Poconthy.
>>
>>5255007
so turn 30 nothing but reshaping the world and only on the surface , we are sort of running out of tiles already too shape other then perhaps spamming the ocean
>>
>>5255365
the loan was retracted right?
>>
>>5255367
We didn't make it official or anything, so I think you're good.
>>
((Well at least they aren’t entirely screwed and I am gonna need to keep at least some of my own dp for later emergencies I’m sorry ))
>>
(( btw I’m cool with you guys writing with waspfolk as characters and using specifically named waspfolk like the hive speaker or the war leader))
>>
The age of civilisation must truly be approaching, with so much friendship and violence between the intelligence races. Allow me to begin by taking advantage of one of the most ancient and unintelligent beasts of this world.

Behold the Hoarboar, which dwells in the distant south. I believe I shall relocate some of them to an island in the faraway north, a frigid place where they shall prosper. A boon to those who discover them, surely.

Next, I shall bless the Gorecaps once more. This time, they shall be graced with an excellent scent of smell. They shall be able to smell spilt blood from hundred of yards away, perhaps even miles if the wind is in their favour.

Finally, I shall weaken the Halflings. I shall curse them with the same overwhelming metabolism as their Ogre cousins. Their desire to eat shall become a need, thanks to how their bodies shall wither and rot without adequate sustenance.

>First, I shall spend 2 Divine Power on one use of Enfeeble Species, to bring the Level of the Halflings down to 9.
>Second, I shall spend 2 Divine Power on one use of Empower Species, to bring the Level of the Gorecaps up to 7.
>Third, I shall 2 Divine Power on one use of Transplant Species, to place the Hoarboars in a new hex as seen in the attached image.
>>
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Turn 25 of the Age of Land and Beasts has begun.

The attached surface map contains all of the updates made during the previous turn.

Failed Divine Abilities & Refunded Divine Power:
>There were none.

Existing Conflicts & Bonds:
>Bond: Infester Vines & Shadows.
>Bond: Roggs & Dexter Vines.
>Bond: Gorecaps & Trufflehogs.
>Bond: Crows & Harpies.
>Bond: Harpies & Carnies.
>Bond: Vintri & Hyalax.
>Bond: Harpies & Mousefolk.
>Bond: Crows & Mousefolk.
>Bond: Stormscales & Serpent-Twisted.
>Bond: Gridvines & Gearmechs.
>Bond: Earthern & Brainbulbs.
>Bond: Flamers & Dragons.
>Bond: Fire Goblins & Serpent-Twisted.
>Bond: Fire Goblins & Magmorks.
>Bond: Vintri & Glass Shells.
>Bond: Mousefolk & Waspfolk.
>Conflict: Fire Goblins & Ashtongue.
>Conflict: Shadows & Ur-Spathi.
>Conflict: Wilted Dexter & Heralds.
>Conflict: Ogres & Shadows.
>Conflict: Shadows & Roggs.
>Conflict: Fire Goblins & Stormscales.
>Conflict: Halflings & Poltergeists.
>Conflict: Shadows & Stiltwalkers.
>Conflict: Infester Vines & Mousefolk.
>Conflict: Shadows & Mousefolk.

Remaining & Expired Timers:
>A bond between Crows & Yetuns can now be created.
>The conflict between Halflings & Poltergeists can now be broken.
>The bond between Flamers & Dragons cannot be broken for another turn.
>The conflict between Shadows & Stiltwalkers cannot be broken for another turn.
>The bond between Fire Goblins & Serpent-Twisted cannot be broken for another two turns.
>The bond between Fire Goblins & Magmorks cannot be broken for another two turns.
>The bond between Vintri & Glass Shells cannot be broken for another two turns.
>The bond between Mousefolk & Waspfolk cannot be broken for another two turns.
>The conflict between Infester Vines & Mousefolk cannot be broken for another two turns.
>The conflict between Shadows & Mousefolk cannot be broken for another two turns.

With the start of a new turn, all of the species have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.

Here is the current Divine Power of every god:
>Scaper: 24 DP
>Fractal: 15 DP
>Frosore: 18 DP
>Yearn: 6 DP
>Effie: 12 DP
>Uthys: 24 DP
>Torc: 18 DP
>Totalous: 24 DP
>Loreleilim: 11 DP
>Carrion Lord: 24 DP
>Ur: 24 DP
>Drazil: 12 DP
>Lases: 6 DP
>Yidith: 24 DP
>Murtnag: 24 DP
>Trillimti: 14 DP
>Endestria: 7 DP
>Insoleo: 23 DP
>Vellyn: 18 DP
>Buufhonk: 12 DP
>Dryf: 6 DP
>Chitinron: 12 DP
>Belphagor: 6 DP
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The attached underworld map contains all of the updates made during the previous turn.

The following rules are now in effect:
>The Cataclysm ability is disabled entirely.
>A god is only able to use the Create Conflict ability if that god created at least one of the two races they are creating a conflict between. If the god created neither of the races, the god cannot use the Create Conflict ability on them.
>I reserve the right to refuse any actions or use of abilities that I consider overly disruptive. As we go into the Age of Culture and Strife, I would like the world to be in a relatively stable state that everyone is happy with. For example, no one-sided conflicts out of nowhere that will end in genocide and no painting over swaths of pre-existing biomes.

In addition, you have until the end of Turn 30 to use these abilities, as they will no longer be accessible in the next age:
>Create Species
>Enlighten Species
If you want to create entirely new species unlike anything else on the face of Apoch, you don't have long left to act. Similarly, if you want to uplift existing species into intelligent races who can participate in civilisation in the coming age, you will need to do so soon.

And as always, please point out any mistakes I've made.
>>
Also, I usually take a nap shortly after each update, so please don't be shocked if your queries go unanswered for several hours.
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>>5255365
With the turn 25+ power setup will we still see the spread of our species? And/or influence it? Im sure youve already said and if you have sorry honk
>>
so buffhonk so whats the plan? should we send down the stilt walkers into the caves?
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>>5255396
Ignore this
>>5255398
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>>5255388
The beast gives an approving nod towards Scaper, for it had been intending to do exactly that in the future. A portion of his essence has been saved in the act, so he returns it in kind.

Ur’s machinations continue to irk the beast. He doesn’t begrudge the hunting of the mousefolk. They’re the very epitome of weaklings to him, after all. But he remembers Uthys well. Uthys, the dark. Uthys, maker of swamps. Uthys, primeval darkness. Uthys, father of shadows. Though the deity has faded from the world (perhaps to return during the next eclipse), the corruption of his shadows is a sign of disrespect to an elder. He despises the fact that they’re being used as pawns by another god, in an endless series of proxy wars.

There are many of them who seek to create, and only few who wish to destroy. Fractal calls upon those who responded to his earlier accord. Each only needs contribute a single point or two each, to restore order. Let the gods who actually hold sway over their creations be the ones to decide whether they go to war. Not an interloper.

>Requesting crowdfunding. Filled in numbers are Fractal’s own contribution.

>End the conflict between Heralds and Vines. The most important. 3/6 thanks to Chitintron’s earlier donation.
>End the conflict between Shadow and Rogg. 0/6
>End the conflict between Shadow and Ogre. 0/6
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>>5255399
"No, theyre much too tall, theyd never fit" he said to the talking balloon, "Ugh get out of my head, this is far from funny!" Buufhonk quickly pulls his cosmic bowling pin and swings down hard on the balloon

*SQUISH*

Uh oh, in his hallucination fueled episode brought on by the mad moon he accidently flattened a group of Stiltwalkers, when he looked at the leftovers he saw something new, there was colorful gasses rising from their bodies, slowly they took forms of spectral entities covered in stripes, at the tops of each of their head stood a fleshy mass shaped like horns, he thought he had hit them so hard even their hats fused to their heads. No, these were spirits, essence of a carnie of any type. Slowly from his peripheral he saw it again approaching him this time with a bright yellow eye. "The underworld has never welcomed any from the laughing gods stock, you have been blessed again by me, these are the Koshare, spirits of the clowns, they are mostly harmless, but go against them and they will make your life unlivable." The blur across his vision lifted, the balloon he had been looking at was no balloon at all, it was Ur.
=======================================
>Buufhonk uses Shape the World for 6DP to create Honk Heaven
>Buufhonk uses Create Subspecies to create the Koshare for 3DP right in the middle of honk heaven
>Buufhonk uses Adapt Species to adapt Koshare to Biome: Caverns
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>>5255398
Got idea for spathi sub species names the B-ur-p
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>>5255434
Goddammit again sorry about no pic
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>Mushroom Forest in the marked dark yellow hexes

I don't really have a story to tell this time. Just sick of all the dead lands. Still not sure what I want to do with the Tattered Lands. If someone else wants to pave over them or do something with them, be my guess. Ur might find some use for them, given the Lovecraftian theme they were intended for.

And yeah I know the Mousefolk are under threat but they seem strong enough to take care of themselves. I'm not really the war type.
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>>5255391

Fractal’s earlier interest in the >>5242624 Ice Spirits of Trillimti’s realm finally takes shape. He’s thought long and hard on how to use them. Ultimately, he decided against drawing them directly from the underworld, despite them filling his needs near-precisely. To do so would mean subjecting their entire existence to the pushing and pulling force of the conflicts that he requires. No, he won’t take those souls wholesale.

Instead, he studies them, perching himself at the edge of the Fortress and watching as they swirl through the dead landscape. He commits every aspect of them to memory, ensuring that he’s completely familiar with their behavior and intentions. Most importantly is their magic. It’s no easy feat for any God. But their entire existence had been shaped by him multiple times already. First, the boars. Then the tusks. Then the tusks again, when he turned them into titans, and a final time at the Lord of the Dead’s hands.

When he’s ready, he returns to the mountains and recreates their magical existences. The resulting ‘creature’ is unique— a ghost of a ghost, lacking even a soul. It’s more like a repeating series of magical algorithms than a living organism. They patrol the Fangs of Fractal with icy-cold and calculating mannerisms. The Beast looks West, and sees the multitude of elementals that Dryf has constructed. He takes their naming scheme, dubbing his new wardens the Frigian.
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>>5255435
Im down, make them like lesser Ur-spathi and like small gremlinesque things
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>>5255437
>>5255434
WONDER-full seems like everyone is in High-Spirits today
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>>5255448

Over the years, Fractal has slain many wild beasts. Traces of various creations remain within him, threatening to leak out and infuse their own lingering essence within the life that he shapes. This time, the influence of Chitinron comes to the forefront. He makes it as a sort of homage to the insect lord, who paid tribute many millennia ago. The beast that he creates is crafted as a foe to the Frost Scorpion, sharing its affinity for the cold.

The Centigrade is a massive worm, that uses its sub-zero fluids to freeze prey solid and form armour for itself. It skitters over the tundra with ease, boasting immense speed— a most fitting foil to the patient Scorpion.
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>>5255463

And finally, the influence of Drazil takes shape. Fractal releases the Rimescale into the world by breaking off several of his fangs, much like the serpent once shed scales. The Rimescales twirl their bodies in dazzling patterns, summoning blizzards and whirlwinds with ease. Though they still can’t take one in a fight, their jaws could open wide enough to swallow a Thundertusks. Despite the savagery of both Monsters that wrought this beast, a sort of unusual intellect shines in its eyes. Maybe two wrongs do make a right sometimes, for it’s nowhere as vicious as the Beast hoped.

Despite their lack of aggression, the colossal serpents turn into deadly blenders when angered, shredding foes with cyclones of icy daggers.
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>>5255455
First post did not post but i suggested for lesser we can remove arms and make them into sort of bowling pins or shape them into alot of sphereoid creatures.... more gremlin esque like creatures will need more consideration but it makes me think of the yolk people of jimmy newtron will start drawing after i wake up from bed but can start planning now
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>>5255448
>>5255463
>>5255468

As he finishes his creations, Fractal turns towards the Archipelago. He seeks his final bit of payment from the Serpent, for warring against Effie and gaining her ire forevermore.

>3. Create Subspecies of the Ice Spirits: Frigian. On the blue tile. Fangs of fractal and Hoarfrost Deadlands
>3. Create Subspecies of the Frost Scorpions: Centigrade. On the light blue tile all the way to the right. Tundra.
>3. Create Subspecies of Stormscales: Rimescale. On the Navy blue mountain tile. Mountains, Permafrost, Boreal Forest, and Hoarfrost Deadlands

((With my 3 earlier, that should make 12.))
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>>5255474
Thats literally what I was thinking about holy shit are we actually family? Yes thatd be awesome
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>>5255434
Image of the Koshare
These are actual clowns in native american culture known as "Sacred clowns" they laugh evil away, im kind of been wandering the clown rabbit hole since I made Buufhonk, theres a lot of weird esoteric things about clowns throughout time with no origin outside of what researchers think to be psychoactive compounds our ancestors consumed and then hallucinated
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>>5255476
Well bowling ball memes have been popular lately.......... if you know what i mean
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>>5255495
I did not know of that gifs terrible existence, fitting for the Mad God to have shown me in a vision
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((Hey buufhonk, do you have any plans for the candy islands? I was gonna do some stuff in future turns regarding the Spearmints, and I don’t wanna intrude on any goals you may have for it))
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>>5255503
Thats super cool with me, one small issue, Carnies diets are entirely candy and fair food outside of Carnie subspecies who eat from the native flora and fauna, I only worry we have natural enemies in a sense, but I think we can make it work, how do you feel about allowing me to be a figure in the Spearmints future religion, obviously youd be the main idol of their worship, but if any are particular to comedy they may favor the Clown God, I promise you these minty warriors that do will be the funniest in their communities, bringing them closer together with their tomfoolery and pranks
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>>5255519
It would make sense too as the foundation of my peoples home in turn created theirs, from my pure sugar candy golems your bestial spittle mutated, especially with the fairgrounds right there too
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>>5255519
((I don’t mind at all! Definitely space for another god to fit into their religion. Like the Ancestor Spirits, it’s not in-character for Fractal himself to do anything with them. So I’m just using my DP to do things I’m interested in OOC. He probably won’t interact with them further, apart from their accidental creation.

I was planning on giving them intelligence, which would cause them to fight the golems due to that one golem habit of shattering other candy creatures to form new life. Thought it would be really cute to have a knightly order of peppermint guys protecting each other from that fate.))
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>>5255418
"My apologies however I will soon be doing something that will require most of my power so this is all I can spare."
>Put 1 dp into ending the conflict between my Heralds and the Dexters
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>>5255501
The funny thing is i have never seen it but i have seen lewd toasters, old wood panel tv set gain weight like the lowerbody of a human, abstract cones in the veauge position of human bones dirty talking holding a whip somehow? That rules a empire and 4th dimension clownporn based on hotdiggedydemon 4th dimension clown All randomly flashed in my face on the internet
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>>5255532
Fractal lowers his head in acknowledgment. His own contribution was the same, and the larger portion did come from the young Chitinron. This was the point of the accord, after all. No one God has to pick up all the pieces of cosmic vandalism. Though Scaper swore to resolve the conflict earlier, this ought to leave Him more power for actual creation.
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>>5255537
I have seen visions beyond stuff horror suffering
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>>5255391
I spend my turn finally getting around to shaping the rest of the original lands of the Dryfters.

>I use 4 dp to shape the world into plentiful hills at the tiles marked with grey Hs.

>5255418
>I then invest 2dp in Fractal's cause to use as he pleases
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>>5255527
Cool with me, if youd like id even recommend having them bond with the candy golems and domesticate some for their little candy people village, I never said they had any particular form, just they were basically animals made of candy, I imagine a golem can be any shape, like a cow or horse, they work off of what fits the needs of the area theyre in or whichever golem shattered it raises it as its particular form
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>>5255418
>>5255532
>>525558
Great. That ought to be enough power. Fractal takes the combined essence of the Gods and descends into the underworld once more. There, he raises his claws and rends the souls of the wilted vines, altering them on a fundamental level. A deep chill permeates their spectral forms, slowing them down forevermore. They’re still free to wrap around the architecture and grow like they’ve always done, but they’re no longer fast enough to ensnare the Heralds and break their bones. With time, their tormented spirits calm down and return to normal. All is as it should be.

>End the conflict between the Heralds and Wilted Dexters, using the combined might of the four Gods.
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>>5255391
An island disappears without warning. No one knows why it vanished however every year on the last new moon it reappears in the center of a large amount of fog. It is believed that you can predict your future based on the number of magpie spirits you see on it. It is also populated by the souls of viersperans. These souls can predict the future with near perfect accuracy and can allow others to communicate with the dead in Trillimti's realm.
>Spend 4 dp to shape the world into new biome The Departed Isle.
>Spend 3 dp to make subspecies Fatefeathers favored biomes the isle, my realm, crags, gear fields, desert, mountains, tundra, boreal forest, savannah, and plains.
>Spend 3 dp to make subspecies Oracles favored biomes the isle, my realm, and savannah.
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>>5255394
The mer spirits protect souls from accidentally sinking into the abyss and if they get into the living world would save people from drowning.
>Spend 3 dp to make subspecies Sea Gaurdians favored biomes soul sea, turbine falls, and coastal water
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>>5255636
Forgot image
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>>5255391
This is very cute, but this "Arbor Hostel" does not belong here.

>Use Shape the World to create a Boreal Forest hex on that marked with a Triangle
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>>5255704
Also, some more life to diversify the lands, or waters, as it were. These massive beasts will be a treasure to those who can manage to catch them, containing precious rare materials to be gained from dissecting the creatures, such as the sheer amount of blubber, and incredibly strong bones needed to sustain such creatures. But doing such would not be an easy task, as their massive size outstretches those of even normal whales, and they are capable of using their prohibitive size as well. Not only are they difficult to kill, they are difficult to find, only needing to come up for air a few times a day given their gargantuan lungs, but their coming up for air is a glorious sight indeed to behold.

And also, I shall create a cousin for them, but suited for freshwater. Perhaps easier to catch, given the lack of need to venture into the ocean to find them, but they are nonetheless a challenge to take down, and are capable of rapid adaptation to counter hunters.

>Use Create Species to create Colossus Whale species on the hex marked with an X, preferred biome: Ocean
>Empower Colossus Whales four times (Gigantic size, immense lung capacity, unbreakable bones, and intra-species communication)
>Use Create Subspecies for Colossus Whale to create Freshwater Colossus Whale on the hex marked with a square, preferred biome: Great Lake
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The lazy god woke up, reached out for a cup of water and found none. He looked around for snacks. Nothing. Six synchronized grumbles later six lazy gods (one soaking wet) merged back together into one lazy god and started grumbling to themselves. Sure there was fruit, a dozen varieties hanging from the boughs of the tree. Sure, there was a fountain full of fresh clean water just twenty feet away. But all this walking and moving around...no what the Arbor Hostel needed was room service. And room service needed staff. Intelligent creatures. Someone who could bring him snacks and a drink and operate a still. Sure he could miracle up alcohol, but that just sounded like...effort.

The lazy god wasn't fond of effort he had to do more than once. Or even once for that matter. A cosmic little black book was flipped open, well worn pages were ruffled, suitable individuals were identified for education. Crafting something from scratch seemed like effort but using the locals and subcontractor...

A snap of the fingers later and a grumpy dryad formed out of the walls of the tree.

"How can I help boss?"

"This is a hotel. Hotels need maintainence and room service. I'm going to...arrange an accident momentarily. Be ready."

"That old game? The 'you have been chosen to tend the world trees' thing? Again boss?"

The lazy god shrugged and teleported into the skies above the hostel. It didn't take long to find what he was after, a sailboat crewed by the Mousefolk. With only the slightest twinge of guilt the lazy god summoned a harsh wind, sending the boat spinning out of control straight at the hostel. Already the dryad was waiting on one of outstretched tree roots. With any luck by the time he woke back up he'd have decent room service.

> Spend 3DP to make a sub species of Mouse Folk, the Mouse Dryads, with favorite terrains: Arbor Hostel, Woodlands and Gear Fields. Start them at the indicated hostel.
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>>5255391

With their work on the Viersperan coming to a close, all that was needed was to adapt them to the warm jungles and their undergrowth. Of course, there was some consideration to make them better adapted to the temperate plains and woodlands, but Loreleilim considered such too cold to befit them. Other than this, she prepared for them to spread across the warmer portions of the northern continent. Really, there wasn't too much needed to be done. Though, one thing that did catch her attention during this was the creation of the Mer. It certainly would be interesting how such a large species would adapt to the water, though given the nature of the creatures of the ocean, chances were the Mer likely weren't the largest things in it. Still, this was but a distraction for the time being. There was much histories to observe and record. And now she could easily do so as she worked to make the Poconthy spread just about everywhere. She planned for them to be adaptable, and she certainly meant it...They would be able to withstand heat and cold. But naturally given their proximity to the former, it was more fitting to adapt them to that and the lands she made first...But after they were adapted to those lands, well...There was a whole world for the smaller more frail race to explore and claim... She expected them to take a while before they could properly become a civilization unlike the Viersperan due to their decentralized nature but they certainly would have far more lands where they lived upon comparatively. Still, unlike the Viersperan, the Poconthy weren't likely to cause issues with any ecosystems they were integrated to. After all, their smaller size meant they didn't have as much of an apatite as the larger Viersperan had.

(Adapt Viersperan to the Jungle. Adapt the Poconthy to the Savanah and Jungle. Transplant the Viersperan to the 3rd row of the crags, middle of the chain. AKA where they'd be able to cover the rest of the continent. Really after this turn I basically plan on adapting and spreading the Poconthy to just about everywhere...)
>>
Jesus, can adapt species just adapt as many biomes as we want now? For just 3 DP? Had I known I wouldve made something that was all terrain
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>>5255776
My apologies I mean create subspecies
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>>5255394
This turn I'm gonna create a bond between the Vintri and the crystal snails

Copying their brethren from the Mirror Steppes the Crystal Plains Vintri start riding the Crystal Snails and in exchange use their superior eye sight to guide the snails to bigger natural crystal outcropping than they could find on their own
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Sol Kahn's sword is a Macuahuitl because we haven't quite cracked metal....yet....
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progress on various careers that wasp folk have taken although there are many jobs that dont require head ornamentation
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>>5255338
>>5255352
.....Oh. Oh dear. Endestria looks away from the central continent for just a century and what does he find when he gets back? Wholesale slaughter of the Mousefolk! This will not do. For once, Endestria sets aside his work and decides to intercede in a conflict outside the Gear Plains.
>6DP: Enfeeble the Infester Vines thrice
A little industrial herbicide should do the trick. Endestria sighed. The vines would have been a pain when it came time for larger-scale agriculture anyway, so perhaps getting rid of them now was for the best. If nothing else, they would stay in the swamps, where they belonged.

(OOC: i wouldn't otherwise hate the infester vines that much...... but he started it. i think 2 more weakenings would be enough to wipe them out of town, which i'll probably do next turn if no one else meddles in order to pave the way for a future civilisation.)
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>>5255128
>>5255734
When Endestria turned back to the bridge, instead of the dead island he had expected to churn into sand for cement, he instead saw a living tree, with all manner of delectable fruit. Apparently someone else had taken up residence on the island. "Seems like the plans need adjusting," sighed Endestria, already pulling out blueprints and making the changes necessary to connect the bridge to the hotel instead of through it.
>1DP: Continue the Great Bridge on the hex marked in black

(OOC, the rest of the hexes marked in blue are where I plan to build more bridges later on, and the hexes marked in red are my plans for Gear Fields. Not sure if this is too ambitious a plan to achieve before the next age, so I might give up on the southern Gear Fields, and the northwestern bridge might be scrapped if someone else decides to take up the nearby hexes.)
>
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>>5255758
......Also, I may have underestimated the size of the Viersperan when making the Mer because I can't read imperial units well..... Uhh just assume they were downsized in the adaptation, because I intended for them to be approximately human-scale (definitely bigger than the Poconthy, but not as big as the original Viersperan)
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>>5255916
Is it not already balanced out? Like not actually wiping as mouse got boosted
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>>5255956
(yeah i missed that whoops, thanks to chitinron they're equal but i think i'll go for pushing them out of the woodlands and plains anyway in preparation for the age of civilisation)
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>>5255398
The only rules that changed are the ones that I said changed. So no, those rules have not been impacted.
>>5255776
People have always been able to adapt a species to any number of favoured biomes. This created a discussion in the last thread. A subspecies can also have as many favoured biomes as its base species.
>>5255996
This is where my current rules for bonds come into effect, and why I'll probably be changing them in the next Age.
The base Level for Mousefolk is 10 and the base level for Infester Vines and Shadows is 7.
One species needs to be 3 or more Levels above another Species in order to wipe it out.
Infester Vines and Shadows have a bond so on hexes where there are both, they both count as being Level 8. This means the Mousefolk, at Level 10, can't wipe them out.
However, Mousefolk have a bond with the Crows. So on hexes where there are both Crows and Mousefolk, the Mousefolk count as Level 11, which allows them to wipe out the boosted Level 8 Infester Vines and Shadows.
It's relatively complicated and not at all obvious, which is why I'm probably changing the rules regarding bonds with the next Age.

If there's any further questions, feel free to ask. Otherwise, it seems like solid updates from everyone.
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>>5256233
((Would it be fine for us to remove biomes or intelligence when creating a subspecies?))
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>>5256238
I don't see a problem with making a subspecies that's explicitly weaker than the species it is based off of. In fact, that's another change that I was planning on making in a future version of the game.
But I'll allow it from now on, if anyone wants to do that.
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>>5256241
((Hell yeah, that's good. Definitely good for crow subspecies, since I'd want to make them more region-specific and get rid of a bunch of spare biomes.))
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>>5255704
Frosore.

Is there a place nearby I could plant a hostel, or would you prefer the frozen north stay devoid of comforting inns?
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>>5256296
The Frozen North must remain as such, but there are perhaps areas nearby if you are insistent on the idea. There is even dead land yet unclaimed. Another alternative is you could just have people create hostels and areas of welcome that don't dominate the entire area of a biome.
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(((I just realized we are by far one of the most responsible gods a goddesses except for some of the more wacky and insane if us like we rarely fight until it’s appropriate for us although that’s probably because of chitinrons young age)))
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scrambling making these for the last 30 minutes i think? some of them are reused things i have not drawn.
but the top 3 i actually had yesterday if not earlier drawn for spathi ideas.
THROW ideas at me my HONKER BROS
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>>5256310

It's hard to fight when you want to create. Species I have made have been kicked by others multiple times but with only 30 turns, and the world to shape as well as beings to create, there is little time to fight in this age, unless one gives up on creating
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>>5255391
(At work today, so can't give this the panache I'd like to unfortunately. I'll just have to compensate tomorrow.)

All the pieces now in place, the only thing left for Insoleo to do is inform them of the game. He begins with his latest creations, the Solarions.

>Insoleo spends 12 DP to Enlighten the Solarions.
>>
((When the age of strife begins I would suggest this video on how early humans uncoverd metal working although outdated, also due to the fact that a part of the biology in waspfolk originates from usocial paper wasps the have instinctual knowledge on how to create paper and as such have been experimenting on the use of it such as creating primitive notations to store learned knowledge)) https://youtu.be/4vDDMYyhLBw
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>>5255447
>>5256332
The Mad Moon Ur shines portentously upon the ghosts of forgotten cities that squat evilly amidst the mushroom forests of the West beside the sea of blood, in which he is reflected, a brilliant red sparkle atop the waves.

In these Tattered Lands, obsidian towers jut forth, constructed by unknown beings of elder ages - bones in the burial place of an undead god, their father and king, from whose marrow extrude vines like veins that tangle upon the landscape, red and pulsing, feeding on the heat of magma pumped from the great river of fire.

Here, in the shadows, a bizarre and eldritch ecology looms, of parasites - some aboriginal, and some tracing their ancestry to that ultimate source of lunacy that leers down from the black void - who dwell and feed upon this, the unrotted corpse of Vellyn, whose last breath weaves still a knot of winds twining about the towers of the many-pillared expanse, its affinity to mortals an artifact of amnesia. In faded memories only, and in such dreams as gods dream in the sleeps that come upon them between the portentous moments of millennia, does the Wind Rose conceive, distantly, shudderingly, hints of that obscene vastness of which it is but a meager portion - originating, perhaps, from the utmost abysses of frightful cosmic distance, and cousin of sorts to the celestial source of Apoch's miseries.

Were ever this colossus to awake, and chain its breath once more to the lungs which lay deflated beneath the charnel mass of flesh-ground - were the black towers that are its ribs to be uprooted, the parasites that feast upon its corpse realigned as the immune system and conscious contagion by which that dark god unleashes its fury and lust upon the world - then there is no question that the gentle prodigal spirit which ignorantly bears its name would be swallowed up, its soul bound and enslaved once more to its long-lost greater self, and its creations, innocent, impotent, and naively trusting their creator, would be swallowed up with it - their fate at best unknowable, at worst too terrible to conceive.

This and more occupied the glacial thoughts of the yetun prophet Odunaz, mythic ancestor of the eastern kingdom of Frosore's land, as he lay, dead and dreaming, across the centuries, entombed in his throne of ice, blessed and cursed by his lord to never rest in the earth until the day he or his descendants by his psychic direction can uncover, sealed away in the beating heart of the Tattered Lands, the key to solving the longed-for mystery of Vellyn's true origin.

But what door will that key unlock? And will what pours forth from that door, in time, be Apoch's ruin?

Thus he ponders.

This is a continuation of my post yesterday. I was not inspired enough then to write anything. Today I am. :)
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>>5256332
Gorgeous work bro, love the armored look of those top guys, are they the improved spathi the cult of Ur is trying to summon? Those little B-ur-p's are perfect, I like the thought that most of them arent copies of one another, all the shapes they take are *chef kisses*
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>>5256413
Been thinking of like doing spiders and other random starcontrol creatures but i am not good at that sort of thing. These spathi would be just a remix of features like you are trying too make a spathi but there are no spathi? So how do you know you succeed?
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>>5256413
I could spend 6 points now for something perhaps more clown heaven or adaptation for the clown spirits or adapt and transplant
>>
these spathi may not be the pinnacle of being but they are there playing a game that is and that never been but is yet now that being this bowling but who knows the rules? and where do they live? WHY OFF COURSE over the street on the other side, other side of what you may wonder i do not know? i am just a voice in the head of perhaps Buufhonk only they would know or would they?
this message IS NOT SPONSORED BY "Life is but a dream"
>ADAPT koshares to caverns 3 points
when with a laugh in your hearts and with some stuff you can make anywhere a home if you have the imagination to make it true
>adapt spathi to the caves 3 points
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>>5256485
>ADAPT koshares to caverns 3 points
Already done. See >>5255434.
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>>5256500
wait do they not have adaptation to honk heaven? if not then spend those 3 points on that so they dont go extinct
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>>5256502
Yes, they do.
If Buufhonk is starting a subspecies with one favoured biome in a Honk Heaven hex, then it is clear to me that the favoured biome is Honk Heaven.
He then spent 3 Divine Power and adapted the species to add another favoured biome to it, which was Caverns.
So the Koshare can exist in both Honk Heaven and Caverns hexes, because they are both favoured biomes for the Koshare.
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>>5256507
then geothermal springs.... i am relived i was sort of worried
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My, so many new races added to this world. Yet I believe I shall add one of my own to populate certain regions of the Underworld.

Or rather, I shall repurpose one that already exists. Behold as I take this Halfling. All I need is its skeleton and its skin, so I shall dispose of the rest. In the empty space left behind by the creature's absent meat, I shall place soil and seeds. With the addition of a little magic to animate it, I have created the first of the Gardenfolk. This race shall inhabit the subterranean regions that are full of vegetation and though they might be intelligent, their primary desire shall be to preserve the flora native to these places, no matter the cost.

Next, another boon for the Gorecaps. Their offspring shall age at an alarming rate, maturing fully before most other intelligent species even attain adolescence.

Finally, there is one particular region where the marshland bleeds into the underworld. This displeases me. I shall fix this by ensuring that all of the water that flows from the swamp into the bowels of Apoch shall mysteriously evaporate. This shall cause the subterranean bog to dry up, leaving behind nothing but another cavern. The Infester Vines that dwell here shall die, but I care not.

>First, I shall spend 3 Divine Power on one use of Create Subspecies, to create the Gardenfolk as a subspecies of the Halflings. They are Level 9, Terrestrial and their favoured biomes are the Underground Garden, Eldest Wood and Subterranean Jungle. I shall place them on the location indicated in the image.
>Second, I shall spend 2 Divine Power on one use of Empower Species, to bring the Level of the Gorecaps up to 8.
>Finally, I shall spend 1 Divine Power on one use of Shape the World, to turn a Swamp hex into a Caverns hex, as shown in the image.
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Turn 26 of the Age of Land and Beasts has begun.

The attached surface map contains all of the updates made during the previous turn.

Failed Divine Abilities & Refunded Divine Power:
>There were none.

Existing Conflicts & Bonds:
>Bond: Infester Vines & Shadows.
>Bond: Roggs & Dexter Vines.
>Bond: Gorecaps & Trufflehogs.
>Bond: Crows & Harpies.
>Bond: Harpies & Carnies.
>Bond: Vintri & Hyalax.
>Bond: Harpies & Mousefolk.
>Bond: Crows & Mousefolk.
>Bond: Stormscales & Serpent-Twisted.
>Bond: Gridvines & Gearmechs.
>Bond: Earthern & Brainbulbs.
>Bond: Flamers & Dragons.
>Bond: Fire Goblins & Serpent-Twisted.
>Bond: Fire Goblins & Magmorks.
>Bond: Vintri & Glass Shells.
>Bond: Mousefolk & Waspfolk.
>Bond: Vintri & Crystal Snails.
>Conflict: Fire Goblins & Ashtongue.
>Conflict: Shadows & Ur-Spathi.
>Conflict: Ogres & Shadows.
>Conflict: Shadows & Roggs.
>Conflict: Fire Goblins & Stormscales.
>Conflict: Halflings & Poltergeists.
>Conflict: Shadows & Stiltwalkers.
>Conflict: Infester Vines & Mousefolk.
>Conflict: Shadows & Mousefolk.

Remaining & Expired Timers:
>The bond between Flamers & Dragons can now be broken.
>The conflict between Shadows & Stiltwalkers can now be broken.
>The bond between Fire Goblins & Serpent-Twisted cannot be broken for another turn.
>The bond between Fire Goblins & Magmorks cannot be broken for another turn.
>The bond between Vintri & Glass Shells cannot be broken for another turn.
>The bond between Mousefolk & Waspfolk cannot be broken for another turn.
>The conflict between Infester Vines & Mousefolk cannot be broken for another turn.
>The conflict between Shadows & Mousefolk cannot be broken for another turn.
>Conflict between Wilted Dexters & Heralds cannot start for another two turns.
>The bond between Vintri & Crystal Snails cannot be broken for another two turns.

With the start of a new turn, all of the species have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.

Here is the current Divine Power of every god:
>Scaper: 24 DP
>Fractal: 9 DP
>Frosore: 6 DP
>Yearn: 12 DP
>Effie: 18 DP
>Uthys: 24 DP
>Torc: 24 DP
>Totalous: 24 DP
>Loreleilim: 6 DP
>Carrion Lord: 24 DP
>Ur: 24 DP
>Drazil: 18 DP
>Lases: 6 DP
>Yidith: 24 DP
>Murtnag: 24 DP
>Trillimti: 6 DP
>Endestria: 6 DP
>Insoleo: 17 DP
>Vellyn: 12 DP
>Buufhonk: 6 DP
>Dryf: 6 DP
>Chitinron: 18 DP
>Belphagor: 9 DP
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The attached underworld map contains all of the updates made during the previous turn.

Just a few additional notes as we approach the end of the Age of Land and Beasts:
>At the end of this Age, any species that do not exist on at least one tile shall be removed and cannot be brought back to the world of Apoch. If you want an extinct species to exist in the coming Age, you should use Transplant Species to find a new home for it before the end of Turn 30.
>Please do not worry about species spread as we approach the end of the Age. When the Age of Land and Beasts is over, I will ensure that every species spreads to its maximum range, accounting for conflicts.

And as always, please point out any mistakes I've made.
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>>5256564
I don't like those Stiltwalker. Ya know, since their creator is allied with Ur. But I am afraid other gods will weaken the Shadows and Vines into the dirt to protect the mouse folk, I can't spare much now but I have a idea of how to help.

Then I shall focus onto more business focused pursuits, I shall create a new group for potential trade and business. I shall take some of the Gorecaps and put them on the island south of Buufhonk's lands.

And then to show the clown I mean business I am going to create a massive volcano whose ferocity the world has never seen berf-
What the hell?
Gods damnit, whatever candy flavored magic Buufhonk did to create the candy islands spread over to this one as well. Well I'm not going to bother changing it.

>I use 2dp to enfeeble the Stiltwalkers, now they may be silent when walking, but they will have noses that honk, and a desire to honk them, even at inopportune times.
>I use 2dp to transplant the Gorecaps to the red R.
>I then use 1dp to create a new biome, The Cotten Candy Volcano, at the purple C.
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((( hey who are the the species that are moving into the same biome of the jungles they have a lime green hex color? along with those snake people?)))
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The dryad checked in on her employer and found him still snoring. A silver bowl sat beside him, filled with golden glowing pearls. Typical, just leaving divine power sitting in a bowl next to him for anyone to take. She picked up the bowl and let her gaze linger on the raw power of creation. Well, someone should probably use this.

The dryad stepped through the great trees of the world until she stepped into the living quarters of one of her novice mousefolk dryads, a delightful young mouse who had taken to recording the flowers of the world on the walls in inks of crushed flowers, berries and roots. The artist glanced up.

“Teacher.”

“I have a task for you. I want you to paint an ocean.”

The mousefolk swallowed. “An ocean? Me? That’s…quite the canvas.”

The dryad handed her protege the bowl of divine power.

“Have fun with it.”



The great Arbor Hostel shuddered, an act that spilled hundreds of leaves and lesser branches into the ocean below. Buds formed, then bloomed. Swarms of common honey bees hurried about. Flowers, some the size of a fist, others the size of a house, formed, then detached in a flurry like snow. The floral blizzard fluttered down and carpeted the ocean, creating a vast ocean of floating flowers.

The dryad smiled. “I like it. But I think it needs one extra touch…” Far across the ocean were creatures made of pure light, living in the realm of a powerful sun god. But the dryad knew that in every pure light waited an explosion of color. She called the creatures known as Solarions to her, split their pure light into a riot of colors, then let them loose in the sea of flowers. They leapt and splashed and played, filling the air with flashing light and color.

> Use six DP to create the Floral Sea at the starred locations
> Use three DP to create a Solarion subspecies at the purple star, known as Rainbow Children. They are a playful aquatic species who’s only favored terrain is the Floral Sea.
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>>5256564
As war leader of the first united hive Sol khan trained his men in Arial combat in the stone carved training arena a scout came and flew by bearing a message, scouts have spotted newcomers to the jungle, what appear to be snakes that have arms and mammalian hair on the tops of their heads, confused by the development of this Sol khan immediately ordered a gathering of hive speakers as many warriors that they can amass we need to at least evaluate these new presences and attempt some peaceful accord but ensure if talk would break down they wouldn’t be out bowed.
>Empower wasp folk with training in Arial combat and maneuverability 2dp matched only in the air by crows whose speed matches their maneuverability
>Empower wasp folk with an echo of courage 2dp
>Empower wasp folk with an echo of honor 2dp
These aspects are not instinctual but a learned/trained trait that is present in select few soldiers and hive speakers (afterall a leader who knows how to defend themselves in combat is a leader who survives a jaguars ambush)
(1/2)
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As the snake folk and other beings enter the jungle homeland the wasp folk they see many creations of civilized culture such as pueblos and large paper canvas tents covered in textiles, these huts act as bazaar tents exchanging various food, pottery, tools, paper scrolls containing art, and the occasional scroll with how to on professions, the D.I.Y. farming, or a combat and meditation for dummies (a hobbiest guide not the real deal), and clothing along with the occasional weapon shop but instead of this being restricted to the ground there are large wooden bridges interwoven into the jungle canopy these wooden huts are filled with talking speaking and various sounds of craft6work to the basic necessities of neolithic gardening life, outside of these towns in clearings of jungle there are crop farms dug into hills and interspersed in grasslands are various species of cattle and jungle fowl, along with the occasional fishery and frog farm. There are pottery kilns and food stores that are usually manned by wasp folk or two.
>Empower wasp folk with an echo of ingenuity 2dp
>Empower wasp folk with an inherent ability to farm, (this skill originates from leaf cutter ants who would farm a domesticated form of mold) 2dp
>Empower wasp folk with a primitive written language 2dp
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>>5255463
A man amused pulse of energy Emanates from the insect god/goddess
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>>5256668
((That supposed to say an amused pulse))
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>>5256564
>>5256567
You put two different levels for the mousefolk
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>>5256673
Same with wasp-folk although I have sneaking suspicion that it’s because of the bond or maybe it’s just a mistake
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The Sheddalin were wretches. More rabid beast than creation, they hunted together in the inhospitable deserts, devouring whatever they could.

That was, until they were visited by a traveller. A creature in a snakeskin cloak, followed by a cavalcade of similar folk. Their skin was thick and scaly, their eyes a dark, glowing orange. The creature in snakeskin had it's supplicants capture and hold the Sheddalin to the floor. Placing a dark orange finger to their skull, they awoke to their true nature. Sentience. The figure growled in a language it somehow understood

"Your creator has abandoned us, as he abandoned you. But the wheel of fate turns, and we have come to deliver you from your... depravity. Go forth. Live. And.."

The figure turned to face a stray crow, one of murtnags children. A bolt of storm gripped the creature, and it's body wretched. Growing massively in size, scales ripped through parts of its body. Its face was contorted into a mixture of snake and bird. It took flight, the massive beating of wings filling the air as it screeched, the sound of thunder filling the air.

>Create subspecies of Serpent-twisted, known as the Adjutants. Preferred biomes are coastal, swamp and ocean
>Create subspecies of crows, known as the Akula Baba. All the same preferences as the crow but change gear fields and spires of murtnags for swamps and floating mountains
>Enlighten Sheddalin
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Drazil shuddered. He felt a part of him rip at the seam. Something was taking power from him.

Adjutant image

Location posted when I get home
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>>5256332

The Moon is a craven coward. It has spent millennia bringing blights upon the works of other Creators, kicking at them like a child wrecking sandcastles— all the while refusing to partake in creation of its own. And only now, when it thinks itself free of consequence, does it attempt to leave its mark.

This will not be so. The blue moon fills the sky, continuing to block the view of the red. Fractal declares that his fangs will fall upon any children of Ur that dare lay their Eldritch appendages upon Apoch. He’s had countless years to repent, and simply join them in creation, but has spat on every opportunity. To the clown god, who’s chosen his allegiance poorly, he snarls the same warning. Continue this madness, and he will make an eternal enemy.

((Scaper, would it violate the post-25 rules to attack Ur’s creations with intent to remove them? I believe there’s justifiable reason to, in character, considering he’s devoted 25 turns solely to fucking with people.))
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>>5256918
Wait oh mighty fractel stay your hand these beings may have been of urs creation, they are still innocent in this instead of smighting the son smight the father instead of at least cut their ties from him, I am but a young god but I must at least defend those innocent of the actions of their creators
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>>5256564
My Brainbulbs are doing pretty well and while I'm not gonna boost their abilities anymore I'm gonna spread them all over the world. I could adapt them to my mushroom forest but nah I'm gonna claim some empty biomes because I can but where?

Aha there is a nice spot, on the other side of the world and surrounded by water on all sides so whatever specimens I pick can never go back again. Surely they won't mind being sent there without warning and never seeing their friends and family again

That leaves me with extra power which I'm gonna use to turn some dead land into exposed seabed
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Instead of killing them teach them of a better path after all we are gods
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Smight the moon but not the enlightened children, give them the chance and they become something more
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Give them sanity
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>>5256924
>>5256928
>>5256933

The beast motions to the deep caverns, where Shadows and Ogres remain locked in conflict. Lumbering giants are drained of life by the dark beings, and the darkness is in turn extinguished by torch-waving cavemen who slay their own shadows to prevent the birth of more. Neither party sought this.

The spawn of the moon are not creatures. They are tools for its entertainment. The races of the world have begun advancing, and their civilization is developing enough that they can ignore the influence of other gods, rather than rushing to do the bidding of the first voice from the sky that calls to them. Only now that they have become immune to his chaos, does he deign to partake in their creation. He is not forging life, he is forging creatures who will forever be his, and only his, to do his bidding.

They are weapons, and nothing more. There is no innocence in that. If he had intention to change, he would have done it earlier. But even at the turn of the era, at the final juncture, he used his power to assault the mousefolk.
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>>5256941
he he/she stops and ponders for a moment deep in thought but is sadened when he/she cannot at least come up with an argument
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maybe you could create a hunter that keeps their pace in check instead via create subspecies he /she leaves you with this idea as her voice dissipates away
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>Started writing short passage to add fluff to turn
>Accidentally made a whole story
>Not even done
Whoops))
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>>5256618
It's the two varieties of snake people made by Loreleilim. The brown are the massive Viersperan while the brown-and-green are the smaller, more adaptable Poconthy.
>>5256673
>>5256679
It is a mistake, sometimes I forget to update the underworld key after updating the overworld key.
>>5256762
Looking forward to seeing where this is going. I'll wait for those locations.
>>5256918
He hasn't actually made anything yet and I'm willing to give him a second chance. Besides, with the Turn 25 rule changes, I will actively prevent anything that he does that I consider disruptive. So even if it's in-character, no, I won't allow any targeted destruction of Ur's creations for the remainder of this Age.
>>5257011
Looking forward to reading it. I'm just glad that this game is giving some people the opportunity to let loose their creativity.
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>>5257017
Right, I'll save it for the Civilisation era then. I'm a bit worried about flooding the thread with way too much text, since it's like, four posts that hit size limit. But oh well, hopefully I've formatted it well enough that it's not a slog to read.
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The group of intrepid adventurers made their way across the rocky mountains. They were a motley crew, hailing from the Gear Fields in search of adventure and wonder. Among them was Mari, a young Harpy looking to see the ocean blue. Steamven, a Gearmech known for his prodigious strength and kindness in equal measure. Tommy, a halfling who always brought breakfast, and finally, Steelpaw; the mysterious Mousefolk warrior, who seemed to be a veteran of many wars… Despite being the same age as the rest of them. The crew had set out from the Gearlands with packs laden with equipment, and picnic baskets heavy with goodies. Though they could still see the turning wheels over the mountain crags, they were a long way from home now. Tommy plopped himself down on a rock, his face red from exertion. His chubby cheeks puffed out as he panted.

“Lads, I can’t- I can’t do this no more! Blimey, what a climb!”

Steelpaw crossed his arms and looked over the portly halfling. He rubbed at his eyepatch, as his tattered crimson cloak fluttered (he always claimed it was stained with blood, but Mari could smell the redcurrant jam on it still).

“Hmph… W-weak… Come now, Tommy, surely a bit more. On my last quest, when we delved into the depths of the turbine springs… We had to leave the slow behind while being chased by a terrible monster. It was a-“ Blah blah blah.

Mari rolled her eyes. Their intrepid leader was always like this, coming up with some tall tale and blistering with bravado. She didn’t hold it against him, however, for she could see the kindness and concern in his one eye. Despite his harsh words, Steelpaw was the very first to unpack their baskets and offer Tommy his flask.

The halfling always bought his blustering anyway.

“Oh, nonono!” He exclaimed, as honey-water dripped down his many chins.

“Please don’t leave me behind! I’ll be eaten out here! Oh, no no no! Steamven, tell him! I’m not slow!”

The hulking golem reached a reassuring hand out. It set the limb on Tommy’s brown curls, patting his head as steam billowed from a little chimney.

“Beep Boop…”
Steelpaw shuffled his feet, looking uncomfortable at having upset his friend. And so, he did the same thing he always did to escape awkward situations: He clutched the metal gauntlet that he always had, holding it to his chest. His face scrunched up in what he probably thought to be a brilliant facsimile of pain.

Mari decided to bite the bait and play along, seeing as Tommy was busy tearing apart a loaf of rich nutbread.

“What’s the matter, great leader?”

“My arm… Ugh… Every night, I remember. It hurts…. My arm and my eye… The comrades I lost… This body… It won’t stop hurting…”

Tommy staggered to his feet, his face covered in sticky syrup and brown crumbs. He gently grasped Steelpaw’s good arm and pulled him towards the picnic mat, compassion sparkling in his beetle-black eyes.

“Oh no… Maybe we should rest up after all?”
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Mari agreed with a swift, birdlike bob of her head. It was still a long way till the edge of the mountains, where they could behold the grand ocean like they always wanted. Sure, they could take the trains, but where was the adventure in that? The four of them were a team, and they had each been eager to cross the mountains and explore their peaks. They were filled with crows anyway, and the omnipresent watchers wouldn’t let anything happen to them. She hoped.

And so, they settled down for a meal. It was a poor time to start a fire, so they finished their perishables first, for they had only set out a day prior. Steelpaw tucked into a wedge of delicious flatbread, studded with nuts and dried berries. Tommy bit into a crisp apple, eating it all the way to the core, and only discarding the stem. There was already a small pile of stalks and seeds beside him. Mari marveled at the endless appetite of the halfling, as she pecked at her own smoked fish. And lastly, Steamven just sat there, his gears turning noisily. He had nothing to eat, and up here, there were no gridvines to hook him up to. Fortunately, his gears had been blessed to keep turning long ago, by their beloved Gods. All he needed was water to cool down sometimes, and melting snow would do just as well.

Up above, crows silently observed them. They perched in crags and treetops, forming a line that stretched across the mountains and vanished over the horizon. Mari knew that they were marking out the path for them. While the crows enjoyed their lies and pranks, and could be a bit mean at times, she knew they had good hearts. Even out here, far from the gear fields, the wild crows would have heard of their mission from their brothers and sisters, their cousins and nest-neighbors. She knew they wouldn’t let any harm befall them, but she kept that fact from the others. Let them think they were having the adventure of a lifetime, with no adults to save them! True danger, real peril! They’d enjoy it all the more.
Eventually, the group packed up and moved on. Tommy was still tired, so Steamven lifted him up without hesitation and perched him on his shoulder. Steelpaw had then started clutching his arm again, muttering about how the soreness of his feet was triggering his pressure points and sending pain into his phantom limb. Steamven had put him on the other shoulder.

Mari flew ahead of them, scouting out the landscape. The mountains stretched outwards as far as the eye could see, and she thought she could catch a glimpse of shimmering seawater in the distant South. A deep rumble drew her attention to the East, however, to the other set of mountains…
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Her Great Great Great Great grandmother had been alive when these sprouted. “How could this be?!” Curious Mari had asked, when mommy Harpy first told her. Aren’t mountains as ancient as the earth beneath their feet? And then mommy had told her of Fractal, the beast who laid down beyond the mountains and turned it into his body. The snowy peaks that reached the sky were the ridges of his spine, and the beasts that stalked the snow were terrifying creatures who would eat any adventure foolish enough to chase the prize.

Prize? She had asked. Mother had gone quiet then, and ushered her to bed.

Between the real mountains and the Fangs was a great gulf. It was a massive canyon that even the crows dared not cross, with untold danger and adventure beyond. She stared enviously at the bone-white peaks, wondering what it would be like to go. But whenever the airborne adventurer tried to wander too far off the path, crows would descend on her in a flurry of black feathers, quickly ushering Mari back to safety. How she longed to take a detour and visit… Their little group would be the first explorers to ever set foot in the Fangs of Fractal!

Right as she thought this, a sudden quake caught them off guard. Mari squawked in surprise as the mountains rumbled. Up in the air, she was safe from it, and watched helplessly as rocks tumbled from precarious perches and went sliding down the slopes. Down below, the boys huddled together for safety. Steamven loomed over them protectively, shielding them from the pebbles that skittered down the mountainside. A particularly large boulder came crashing towards them, but the Gearmech caught it with Herculean effort. His servos and clockwork span rapidly, going into overdrive as he pitched the colossal rock off a cliff. The two smaller folk cheered and whooped, hugging the legs of their big buddy and singing his praises (Yes, even Steelpaw, all decorum forgotten).

When the quake was over, Mari landed to rejoin her companions. They exchanged hugs, glad that nobody had gotten hurt.

“All thanks to you, you big lug!” She said, punching Steamven’s side affectionately. The side of the golem’s head heated up, turning cherry red for a moment. Steelpaw coughed, getting their attention as he pointed to the mountainside.

“My brave brothers-in-arms-“ he paused, quickly mumbling ‘and sisters’, “-behold! Look what’s just opened up!”

He motioned to the spot where the Gearmech launched the boulder. In its wake, an angular slope of destroyed trees and churned earth had been left behind, forming a furrow that they could follow. It lead back down the mountains, but in the opposite direction. They had inadvertently carved a path into the gulf, and it would be easy to traverse. Beyond it lay the white mountains, and they would be able to reach its Western edge.
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Tommy knew what their brave leader was about to suggest, and he puffed his chest out as best as he could. He would prove that he was no burden! Wherever Steelpaw the warrior went, he would go too! And indeed, the Mousefolk motioned to the gulf.

“We come here for adventure! For danger! But dad- the grownups don’t take us seriously now, do they?” Steelpaw cried. The group nodded hesitantly.

“Well. I say that we prove our merit as adventurers! No man nor mouse has set foot in the Mountain Monster before. But before us is a path that leads right to it! It’s an opportunity of a lifetime! The next time we come here, the rain and snow might make the path untraversable. So let’s do it right now!”

Steamven peered over the edge, at the gulf that lay beyond. He shook his head, turning towards them to lay out his concerns.

“Beep boop… Beep.”

“No, not all the way in, my friend! Just the edge. Even I, the great Steelpaw, would not venture onto the peaks without real weapons. Let’s grab a trophy. We shall receive great renown for being the first! Come, who’s with me?”
Tommy raised his hand and jumped up and down, as though somehow afraid they wouldn’t take notice of him. His curly hair lay plastered across his forehead with sweat, and his big nose was red from the cold, but the expression on his face was unmistakable.

“I am! I am! Let’s go! Lead us, Steelpaw!”

Their attention finally turned towards Mari, who felt the tension settle over her. It was their group policy. On a tie, they would return to the mountain trail and continue as planned. Steamven wasn’t in favor, so if she said no, they’d turn away and head South, to the ocean they desired.

“Well? What’ll it be, Mari!”

She thought long and hard, raising a wingtip and settling it on her sharp chin. It was the adventure of a lifetime. But what about those birds? She looked to the trees around them, and noticed that for the first time, the crows were gone. Scared off by the quake, perhaps! But either way, they were unsupervised. It was their chance to slip off and have a true adventure, into uncharted territories. She bobbed her head and flashed them a winning grin.

“I’m in!”

Along the way, she told them of the prize her mother mentioned. This was enough to get even Steamven excited. Buried treasure! Here, within their grasp! The kids had the sense to not go chasing it, at least. They only had its existence as a lead, and they held no delusions that they would actually find it. Regardless, the faint hope, the distant ‘what if?’ filled them with encouragement, and put a spring in their step.
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Cold. Icy cold. Even here, at the foot of the actual mountain, they felt it. By right, the gulf ought to have pinched off the bitter wind. They expected it to be toasty in here, but it was somehow as cold as the peaks. Steamven had no trouble navigating despite this. In fact, he felt better than ever due to the natural coolant. However, Mari was freezing. The mouse had his fur and furs, the fat halfling had his hand-knitted mittens from grandma. But the Harpy couldn't swaddle herself up, or she'd lose the ability to fly. She took to wrapping herself around Steamven, and the golem's gait had turned stiff and uneven as a result. It was far colder than she expected. Even Steelpaw seemed to be losing steam, and he was clutching his arm repeatedly to try and get someone to call a break. Tommy trudged along, his picnic basket far lighter. He loved to snack as he went, and had left a long trail of crumbs from all the bread and biscuits he had munched on.

Up ahead, Mari beheld a row of great spikes that extended from the earth. They were spaced close together, and their tips ended in wicked points that seemed like they could skewer even Steamven. However, she could see a brilliant blue beyond them. Ice, perhaps? Yes, it had to be. These were caves! They could take shelter within, and have the rest that their edgy Mousefolk needed. She motioned to it, and the huddled adventurers made their way to the cave. They failed to notice the scattered white fragments that could only be bones.

"What is this place, laddies?" said Tommy. His eyes were wide open, marvelled by the vast cavern that they were in. It was huge! The ceiling gave the illusion of a blue sky, apart from the colossal icicles that extended downward. Snow and ice stretched out as far as the eye could see, crunching underfoot and sticking to his boots. The others were equally enthralled. They had never seen this much ice before. It was truly a new biome, that beheld wondrous adventure. The cold was now unbearable, however, and they would have to turn back soon. Tommy had stopped eating, for his fingers were quivering too hard to even grip snacks.

"I don't know. But we better be careful. We don't know wh- AAAIIEE!"

The group turned to look at Steelpaw, who was backing away from a looming shape. They turned to run, fleeing from the towering figure that was standing right in their path. All four of them dove behind a pillar of ice, listening out for footsteps, or any other sign that they were being chased. For several minutes, they heard nothing but the rushing of air. It came and went, like a great exhalation of breath, pushing and pulling constantly, extending from the depths of the permafrost.
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When the group finally plucked up their courage, they beheld a wondrous sight. Frozen in clear ice beyond them was a massive creature, with hairy bristles and two great tusks that curled to a wicked point. It stood on all fours, with thick arms that propped up its body. Orange-hued hair stuck to its face, and swirling patterns marked its pale skin. One hand could easily engulf all of them. However, it seemed to be completely immobilised. Dead, definitely, for nothing could live in such temperature. Steelpaw cleared his throat, attempting to regain some of his pride.

"Ah... It seems the war-cry was no use. Though, had it been able to move, it would surely have been scared off!"

He charged forward to examine the giant further. Around them were several more pillars and walls, each bearing a
different beast within. They gawked and gasped at the strange monstrosities that lay frozen within ice. There were big pigs, a colossal scorpion, massive snakes and even something that looked like a giant halfling- but with a beard! As the group explored the permafrost, Mari's feathers suddenly stood on end. She looked around, trying to pin down the source of the sensation. Instead, she found...

"Hey. Guys... Where's Tommy?"

Their halfling companion was missing. Here in the caves, he could be anywhere. He could have fallen into a ditch, or tripped into snow, or- or... Where the heck was he? Mari's heart sank in her chest. The other two began searching, calling his name and fanning out in hopes of locating him. The Harpy girl quickly called out, forcing their little party together. It wouldn't do to get lost in the cold. They had never been separated like this before, and they hadn't been moving at all, so there was no way they left him behind. Steelpaw sniffed the air and tilted his wide ears upwards. Using his sense of hearing, he tried to figure out where Tommy went.

With a gulp, the mouse pointed further into the cave. His metal gauntlet shook in fright, numbed from the cold.

"He's screaming.. And- Oh... Oh, he's stopped..."
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With Steamven leading the charge, the group wandered further into the cave. The light from the entrance was swiftly fading, leaving the ice illuminated by a ghastly-blue hue that came from deep within. Their faces were washed in it, giving them the appearance of pale wraiths. As they headed towards where they last saw Tommy, the group began to notice the scattered bits of bone and shell in the snow. Their eyes widened at the sight. They knew for a fact that nobody had come here before... So why were there countless bodies lost within the hoarfrost? More concerning were the bug shells. Steampaw had come from the woods, before moving to the Gearlands and making friends with the three others. So he could recognise shed carapaces when he saw them. They certainly weren't alone in the cavern.

Once again, the mouse smelt it first. His snout picked up a scent that turned his stomach, threatening to send breakfast spilling out. Blood. Blood. Blood. Real blood. He had never smelt it in such quantity before, for nobody had gotten hurt this badly on an adventure. The worst one could receive on a trip through the woods would be a scraped knee. Not this. Not whatever he was smelling. It was acrid and metallic, cutting through the air and filling his mind with visions of red. Of violence, of harm, of unspeakable acts against the innocent. He groaned, slowing down and clutching his head. Without a second thought, Steamven picked him up and cradled him.

Mari flapped her wings and took into the air. Her night vision was a bit better than the others, and her Harpy eyes were already sharp. She soared across the vast cavern, despite the chill making it hard to move. And so, she was the first to see it. The girl choked out a sob.

Tommy was lying there, on a slab of ice, his green breeches covered in white powder and red slush. He stared straight up at the ceiling, his beetle-black eyes glazed over and distant. His arm- oh Gods, his arm. It was missing. And so were chunks of his thigh.

Steamven rushed to his side, and the group clustered around him, stunned into silence. Mari ripped open the pack that hung off the Gearmech, looking for the bandages within. All she had to do was tie it up, right? And then good ol' Tommy would be fine. He'd be fine. As long as they stemmed the bleeding, he'd be okay. Nevermind the huge pool that he sat in. Nevermind the spurts of horrid crimson that emerged from his leg wound every heartbeat, spewing onto the snow. Nevermind all that. He would be fine. He had to be.

The Halfling moved, shocking them all and nearly causing Steelpaw to die of fright right there. They clamored and shouted, gathering around him and trying to treat his wound. And yet, he struggled, trying to fight them off while mumbling with his final breath.

"Tommy! Oh, by Endestria... Tommy! Look at me! It's me!"

"BEEP! BEEP BOOP!"

"Tie it up... Tie it up... Steelpaw, help me! Grab that edge and knot it!"

"..."
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Steelpaw leaned in, turning his huge ear towards the lips of the Halfling. Tommy tried once more, his words half-hidden in a great exhalation. And then he went still, and his wet eyes began freezing over. The Mouse froze up, slowly turning towards his friends as the gravity of the situation hit them.

"W... What... Tommy... Oh, gods... Tommy..."

"We have to... He said-"

"Beep... Beep...?"

"He said-"

The mouse gulped.

"He said 'Run.'"
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The snow around them erupted into chaos. Mari's shrill scream pierced through the air, and Steelpaw brandished his spoon. It was batted away in an instant, sent spiralling through the caves. Steamven came to their rescue, swinging his arms in a great arc and sending their assailants flying. More and more shapes began pushing their way out of the walls- shapes that certainly hadn't been there before. Shrieks and hisses echoed endlessly through the Permafrost, filling the minds of the adventurers with nothing but utter terror. They turned to go, heading for the entrance at breakneck pace. The ceiling crumbled above them, and the entire cave began shaking as their pursuers swarmed them.

Mari took to the sky in blind fright, moving ahead of the two. She didn't notice the icicle falling towards her. Steamven's whistle of alarm managed to alert her, saving her from being impaled. Instead, it clipped her wing and shattered the hollow bone instantly, sending her careening towards the snow. The monsters closed in on her, only to be beaten back by the Gearmech yet again. Steelpaw, who nearly tripped over a buried bone, cast his eyepatch aside. It would only get in the way. With two working eyes, he stumbled towards the Harpy and pulled her up, limping with her towards the entrance. They made the mistake of looking back, and witnessed the beasts falling upon Tommy's body. Already, his arm and leg were raised in the air, tossed about callously as they fought for the best bits. Mari vomited, and the mess froze to the front of her coat within seconds.

One final whistle emerged from Steamven's chimney, as they reached a narrow gap in the cave. He turned, planting his feet staunchly in the snow. He was dented and scratched from the relentless assault, but only he had the strength to even contend with their foes. And so, he stood his ground.

"Beep... Beep boop."

"NO! NO, NO, NO! I CAN'T LOSE YOU TOO!"

Mari pounded on the mouse's back as he lifted her onto his shoulders.
He pulled her away as the swarm descended on the Gearmech. The big fella was the real hero. Not him. He was just a poser, who led his best friends to their demise. The mouse turned away, tears already turning into icy crystals amidst his fur.

"We have to go back! Steelpaw, go back! GO BACK!"

"Beep... Beep."

The mouse refused to look. He trudged on, carrying the wounded harpy and taking one step after another towards safety. Mari, however, refused to avert her gaze. The sobbing began anew as she watched them overwhelm Steamven. Another friend gone. Forever. All over a stupid adventure, a stupid prize, some stupid game. They should have stuck to the path. She should have voted to carry on. Stupid. Her fault. All her fault, she thought.
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As they neared the exit, Steelpaw felt something catch his leg. It bit down on it, cutting it to the bone instantaneously. He screamed and kicked out with the other foot, dropping Mari into the snow beside him. His foot struck a solid shell, failing to dislodge the monster. The THING stood taller than any one of them, except for the mech who was now shredded to pieces. It possessed a vile maw, filled with teeth that spelt their doom, and a shell that the ice refused to cling to. It pushed against him, tearing the bone apart and filling his vision with black spots. Mari screamed next to him, fighting off her own assailant as well.

It all happened so fast. Something big and black barrelled into the creature, sending it flying. He gazed to the sky, only vaguely registering the avian shape of the crows. They were here. They had come to rescue them. His snout picked up the honeyed scent of bread, amidst all the blood, and he knew that Tommy had saved them. It was his snacking. His crumbs. Without the Halfling's appetite, the crows wouldn't have known where to look. A final gift from his closest friend.

Two particularly large birds grappled with the monster, pecking at it and trying to get at a gap in its shell. They found no such thing. Another pair grasped the mouse around the shoulder, and took into the air with him in their grip. He struggled, watching as they tried- and failed to pull Mari from the grasp of the monster. She was sprawled on the snow, her wings flapping uselessly as it began ripping into her. The crows covered her as her screams faded, trying their utmost to pry her free. Steelpaw sobbed, the grief and fury leaking out of his mouth unbidden.

"GO BACK! WE CAN SAVE HER! NO! DON'T- LET ME GO! NOT WITHOUT HER! NO!"

But the birds flew on, carrying him into daylight. They refused to let the final child die. Steelpaw's desperate pleads began to peter off, as he felt unconsciousness take him. His missing leg dripped crimson across the landscape as they flew. As the sole survivor's mind swam with the pain of his loss, one thought pushed its way to the forefront.

The ocean. They'd never see the ocean.

The crows flew onward.
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Hooooooooly fucking shit that was too long. If anyone took the time to read through it, thank you. Obviously, if you didn't, no worries, because that's mucho fucking texto. Sorry for flooding the thread.

>Create species, 6 DP: Divine Parasite. The Divine Parasites are monstrous creatures that have formed within Fractal's body. They're horrid, predatory lifeforms, who feed on his divine essence, as well as the essence of other gods whose creations have been consumed. Their bodies are incredibly malleable, and they go through metamorphosis to take on the traits of creatures they eat and assimilate. Coming in the form of a colossal, ever-shifting swarm, the Parasites embody infinite hunger, a violent yearning to hunt and kill with no regard for consequence.

>Place them on the aboveground Permafrost tile.

There we go. All that text to make xenomorphs. Also, apologies to the other gods for horribly mutilating your creations in this story.))
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>>5257048
(amazing work! loved the read, definitely gave me the creeps. captured that "monster-lurking-in-the-shadows" vibe perfectly. hope they don't spread though, that would be a nightmare and a half)

>>5256233
(great, so one more weakening should do it, then?)
>>5256941
Endestria looks back at the plains, where the Mousefolk continue their attempts at eradicating the Gridvines. He twists the vines, to be unable to hold their grip on the hard soil of the plains and forests. They shall blight the land no more, and hopefully they may remain solely in the dark swamps for the next age.
>2DP: Weaken the Infester Vines one more time
While the Shadows may still be skirmishing with the Mousefolk, Endestria bears the Shadows no ill will. Hopefully with the removal of the Vines from the plains and forests, the Shadows shall be pacified soon. (OOC: i'm planning to end the conflict between shadows and mousefolk next turn)

>>5256636
Endestria turns back to his blueprints. With the changes made to connect it with the Hostel, the time has come for the bridge to be complete. Gears shudder back into motion and pistons pump as the end of the bridge itself begins advancing toward the mainland for the final time, while a smaller machine curves away toward the Arbor Hostel.
As the bridge meets the mainland, gears spill out onto the shore, converting it into wide plains all the way to the Sea of Blood.
...Is it really part of the "mainland" if the inland sea keeps it separated? Ah well, the sea can always be bridged by other means if the need arises.
>>
((>>5257072
Thank you very much! Glad it was enjoyable. I had a few more scenes planned, like running into a friendly Rimescale in the mountains, but I cut them since it was getting way too long. Definitely gonna keep the parasites contained to the Permafrost.

>>5257072
>(OOC: i'm planning to end the conflict between shadows and mousefolk next turn)
Ah nice. I've got my plans completely set, so I can't donate anything, but hopefully the crowdfunding trend catches on and people can donate little bits.
>>
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Locations

Blue X - Adjutants
Blue Circle - Akua Baba
>>
>>5256564

Torc stirs, his long, ancient work nearing completion.

The world below is united for the first time in perhaps ever, lands stretching out to claim and link every biome.

Green are caverns

Blue are gear fields

Light blue are permafrost

Orange are jungles

Yellow are to be an underworld variant of obsidian spires, obsidian caverns.
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>>5257110

Well done, shaper of the underworld. His work has taken long, and he have done much. It is thanks to Torc that the underworld holds as much beauty as the surface.

However, Fractal requests that the two tunnels pushing into his permafrost be revoked. It is his stomach, the inside of his maw, after all. And he would hate to have metal and stone pushing their way into his body. Let it stay separate, for he wishes for the Fangs of Fractal to be their sole entry point.
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>>5257121
>>5257110
The request is reasonable enough, and with some begrudgement about unlinked entryways, some amendments are made to the penultimate designs.
>>
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>>5257110
Beneath the surface, as Endestria continues tinkering with the bridge, he feels gears shift. Oho, it seems someone else has taken a fancy to the underworld! Many thanks to you, Torc, for completing the connection of the caverns.

(OOC, since Fractal requested in >>5257121 to have the permafrost stay disconnected, you could use an alternate path something like this? it would keep the rest of the underground connected with the same amount of DP while also skirting around Fractal's maw)
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>>5256946
>>5256953
If you would allow me to say something, my dear Begater of Bugs. You should be thankful Fractal gives his focus to the Mad Moon.

You see, Fractal plays the part of a god of order. And he is quite good at it I will admit, but it is not his nature. At his core, he is a hunter, he lives to kill. Why, he created one of the first races on this world, the Hoarboars, just to hunt them.

If there was no Ur for him to pursue, he would find something else to hunt. Maybe Drazil, maybe Endestria, maybe even you and me.

But you words have not gone unheard. The idea of... reforming the Ur-Spathi is an interesting one, and one that might be most profitable if done right.

I will have to repay you for this idea some day, but for now, I have plans to make and employees to order around.
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>>5257150
>>5257151
(oh, whoops, by the time i posted you'd already gotten an alternative arrangement. ignore that then sorry)
>>
>>5257150
((Big thankies!
>>
>>5256564

First it was the ogres, with some god causing them conflict with those dreadful inedible shadows, but Yearn did not worry as Yearn had gave them all they needed.
Then another god creating conflict for the playful pranksters of the halflings. Yearn bit his godly nails but once again had faith the Halflings could thrive with the gifts given to them.

Next both ogres and halflings cursed for their mere existence ?

And now some god of the underworld has discovered the oasis for the ogres where they can live free of the ominous shadows.

Are all of the creations of Yearn fated to be abused by other gods?
Yearn climbs the western mountains range that he first sculpted in the dawn of Apoch and he weeps.
This was not his desires, nor the desires of the halflings or the ogres to be ostracized in such a way. As the holy salty water streams down his face, Yearn only desires to continue to cry as it is the only respite from his contemporaries of Apoch playing him for a fool.

The tears of Yearn flow down the mountains, pooling at their north western and south western foot, changing the deadlands into coastal beachline.
Not long after observing this change in the environment, Yearn stands up, dusts himself off and contemplates what types of beings could live in this new biome he had created for Apoch.
Yearn initially had desired to create subspecies of the ogres or halflings but with they drawing the ire of other gods, Yearn turned to the Magpies.
Yearn shed a magpie of it's feathers allowing it to be covered in a similar scaley substance as it's bird feet, and binding the two feet into a singular appendage. As a final change to it's physical form, Yearn stretched this new being to be elongated. Yearn tinkered with the desires of this new creature, giving them an ever exhausting urge to attain all.magicks of the world and a wish to use them for EVIL. Yearn placed these creatures in the waters outside of a coastal beachline, named them Naga, and told them to fill the areas of the sea to their dark heart s content.

Yearn returned to the mountains and watched the Naga as they ripped and tore all sea life in their vacinity to experiment with any blood or flesh Magick that they could figure.

Perhaps Yearn had gone too far when he created these salty lands and beings. Yearn took one of the Nagas and squooshed it down to the size of the Halflings and smoothed out the scales into smooth skin with very small pores. Surely the urge for Evil wasnt required to live in the ocean, removing this dark urge and replacing it with the wish to build large under water structures. Yearn placed these frog like beings in the north and named them Murloc.


>Create NEW amphibious biome Costal beachline at 6 hexes with yellow dots

>Create subspecies Naga placed at black dot with favoured biomes of Coastal Beachline, coastal waters, ocean, sea of blood, swamp, volcano, magma flow, perpetual storm, Maelstrom edge, and great river
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>>5256564

>Create subspecies Murloc placed at purple dot with favoured biomes of Coastal Beachline, coastal waters, ocean, sea of blood, swamp, volcano, magma flow, perpetual storm, Maelstrom edge, and great river

Using all 12 dp
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>>5257167
How interesting! This new species is interesting, for the wish to build and expand underwater may mesh with Endestria's. Endestria keeps an eye on this.

>>5257166
For my part, I am sorry that the treatment of the halflings and ogres has been distasteful from other gods, but I resolve that they shall have a safe place to call home in the Gear Fields, and as soon as I am able, I intend to strengthen that promise through a bond. (OOC: i intend to use some DP next turn to create a bond of friendship, maybe with the mousefolk? so the halflings can be strong enough to survive the shadows on the plains)
At the least, I pledge that the Shadows shall have no part in the Gear Field, not while they are twisted by the machinations of Ur and continue fighting the Mousefolk and Halflings.
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>>5257196
(wait, my bad, the ogres were the ones attacked by the shadows, not the halflings. i might just spend points to strengthen the halflings then, don't mind it since they're on the gear fields)
(also, using "interesting" twice in a sentence? whoops)
>>
Does subspecies work? Does it count as a species for the purpose of civ control?
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>>5257251
Since I don't understand your question, I'll just say this:
A subspecies counts as a species in its own right once it has been made using Create Subspecies.
Any ability that impacts a species can be used to impact a subspecies.
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>>5257258
Well its that soon we will only be able too influence species we created. I was asking if creating a subspecies grants control over it
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>>5257268
If you are asking whether you will be able to use the Create Conflict ability if one of the species is a subspecies you created, the answer is yes.
That rule will only last for the remainder of this Age, in any case. It's just an emergency rule I implemented to prevent people from causing too much chaos as the Age of Land and Beasts comes to an end.
>>
>>5257166
>>5257167
These subspecies are extremely different from the base species, to the point where they almost feel like entirely new species and this ability is just being used to skip them up to Level 10 with access to ten favoured biomes.

I'll allow though, because of the features about these races that you didn't change.
You do not mention that their heads were altered, nor if their wings were changed. While you don't mention their size, you do mention that subspecies of them are decreased to the size of Halflings, so I guess you intended for them to be rather large. So, all in all, this gives me a very interesting image of these Naga:
>A long, serpentine and scaly body disrupted by a pair of featherless bird wings jutting out from the sides, closer to the head. Beneath the water, these 'wings' serve as primitive fins and manipulators. The head is the most peculiar part as it is that of a bird, featherless and bald like a vulture's yet with scales in the place of skin and the long, solid beak of a magpie.
As for the Murlocs, you describe them as being smaller, having smooth skin with small pores and being frog-like. So I picture them as identical the above, except they're smaller and beakless with bulging black eyes and covered with slippery, slimy skin.
I hope you're okay with me viewing them like this, because the jump from literal magpies to the more humanoid sort of naga is a little too extreme for me to consider it a subspecies.
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>>5257292
I am asking for the next age
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>>5257316
I haven't shared the rules yet, but I can say your assumption that "we will only be able too influence species we created" is incorrect.
I will share the rules for the Age of Culture and Strife when they become relevant. For now, I'd like to focus on the current Age.
>>
It'd be pretty alienating to new players if they had to personally create a species to interact with it in the next age.
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>>5257318
((I'm particularly excited about the hint you gave, about things for Gods who don't delve that much into civilisation. Can't wait! The whole world is really well-shaped so far, and would make for an interesting setting for some kind of game or quest.))
>>
5256567
[Spoiler] The creature color for the Koshare [/spoiler]
>>5257316
I get what youre saying, use the rest of this island I set up
>Buufhonk uses Shape the world for 3DP
>Buufhonk uses Transplant Species to transplant Ur-Spathi at the green dot
=======================================
With minions now in the underworld and a domain to call his own he ventured down into the caverns, entering Honk Heaven his ears are filled with the sound of honking and merriment, Koshare playing tricks on eachother, for a moment you see a pair one trips the other, the fallen one dumbstrucken for a moment while the prankster laughs hysterically hooting like a jackal shoots back up and slaps the other one in the back of the head making him fall flat, laughs are had all around. While he knew he wanted to greet his children and show them great fun, he was here on business.
The red balloon beckoned him to the entrance of the divine fortress, "Look here clown, see this prison before you? The Ur-Spathi are trapped, they are deprived of the chaos they were born from, release them."
He extended a gloved hand and touched the bleached stone, the Living Walls turned their attention to the god, recognizing the small, yet still divine spark and opened. Filling the halls of the fortress buufhonk could see hordes of the Burning Guard all in formation, some aboard the the wings of a Death Drake. They would not stop him, he was a god and could come and go as he pleased in the fortress. Finally the Watchers. He stuffed them into his little jalopey and away they went...

*POP*

=======================================

>Can we get a round of applause welcome back to Apoch, everybody's favorite mad blood moon god, URRRRRRRRR!!!!!!!!
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>>5257448
I have 6 power you can spend anyway you want But it must be spent this turn
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>>5257456
You are free to do as you please mad moon, the Ur-Spathi are released
>>5257448
Just realized I didn't actually post the image my bad
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>>5257465
Then shape the world for all deadland tiles into the same tile >>5257456 as the tiles shaped here spending 6 points
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>>5257448
>>5257465
Considering that the Ur-Spathi can only live on Caverns and Geothermal Springs right now, can you tell me what biome you are turning those hexes into? I can't seem to find that information anywhere in your post.
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>>5257465
>shape the world 6 times shaping them into the same tile type buufhonk filling up all the dead lands in this picture
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>>5257448
Sorry scaper, The biome is supposed to be Crimson moon dust
>>5256564
>>
>>5257475
In that case i spend
>6 shape the world into that moon dust for all deadland in buufhonks picture
>3 too adapt the ur spathi too this new eviroment if its needed
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>>5257475
A biome that the Ur-Spathi are not adapted to, so they won't be able to survive on it.
>>5257474
>>5257469
>>5257456
Ur, can I assume you will also be spending another 3 Divine Power in order to adapt the Ur-Spathi to the new Crimson Moondust biome?
>>
Wonderful.

I'm glad that's sorted.
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>>5257448
Its more apt then you would think calling Ur a balloon as it either violently *POP* spending all its power or *pppffftttt* squeaking out a tiny bit just not too overinflate.
Or as fractal likely would say its only full of hotair
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>>5257480
Yes sorry, scatterbrained rn
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>>5257480
Fuck sorry just realized that said Ur, wtf is wrong with me today, maybe I am going crazy
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>>5257487
DOUBLE FUCK, YOU ALREADY DID IT AHHHHHHH GET OUT OF MY BRAIN
>>
Locking entries a little early tonight. The amount of creature spread I've got to simulate is absolutely obscene, so the update might be a little late.
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>>5257513
Take your time homie, God didn't make earth in a day
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>>5257513
No need to stress been a astronomical pace a update every single day
>>5257516
Wait he did make the main game the planet itself in one day then slowly released the rest of the content as free DLC to a playable state if the game manual is not lying
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>>5257535
Well yeah, but I didnt want to say it took god just a week, weve been building Apoch for a tad longer, dont want Scaper feeling like hes not as good as god, hes way nicer desu
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>>5257538
THey are faster then god like remember last time god updated? I sure dont god just fucked around with the settings after the humanity update
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>>5257538
I hope i came over as joking really like those animal tierlist videos
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>>5257315

Sure
>>
https://youtu.be/IuKcQKRpKQM
I think you will like this scaper
>>
Others believe that the Shadows should be spared in their conflict with the Mousefolk. I disagree with this approach. Endestria does have such a softness for intelligent creatures.

I curse these beings of darkness with vulnerability to all light, even that of the moon and stars. Let there be no time of day when they are safe and may they only find shelter in the absolute blackness of the underworld.

However, I have no wish for them to be exterminated in their little skirmish against the Ogres, which I find quite entertaining. I would disappointed if any other divinity decided to spoil this contest. To keep the Shadows from being overwhelmed, I shall curse the Ogres with a most impulsive nature. Should one of these creatures find something that they desire, they shall risk a great deal in order to obtain it, even should it put them in harm's way.

Finally, I shall grant the Gorecaps another boon. Each of them is capable of reproducing any vitae they have lost at a remarkable rate. I believe that a good night's sleep is all that it shall take for one of these blood-goblins to recover from any degree of non-fatal blood loss.

>First, I shall spend 4 Divine Power on two uses of Enfeeble Species, one targeting the Shadows and reducing them to Level 6 and one targeting the Ogres and reducing them to Level 8.
>Next, I shall spend 2 Divine Power on one use of Empower Species to bring the Gorecaps up to Level 9.
>>
File: Land and Beasts Turn 27 A.png (2.28 MB, 4904x8124)
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>>5257603
Oh, I can't be bothered with fixing the formatting on that post.

Turn 27 of the Age of Land and Beasts has begun.

The attached surface map contains all of the updates made during the previous turn.

Failed Divine Abilities & Refunded Divine Power:
>There were none.

Existing Conflicts & Bonds:
>Bond: Infester Vines & Shadows.
>Bond: Roggs & Dexter Vines.
>Bond: Gorecaps & Trufflehogs.
>Bond: Crows & Harpies.
>Bond: Harpies & Carnies.
>Bond: Vintri & Hyalax.
>Bond: Harpies & Mousefolk.
>Bond: Crows & Mousefolk.
>Bond: Stormscales & Serpent-Twisted.
>Bond: Gridvines & Gearmechs.
>Bond: Earthern & Brainbulbs.
>Bond: Flamers & Dragons.
>Bond: Fire Goblins & Serpent-Twisted.
>Bond: Fire Goblins & Magmorks.
>Bond: Vintri & Glass Shells.
>Bond: Mousefolk & Waspfolk.
>Bond: Vintri & Crystal Snails.
>Conflict: Fire Goblins & Ashtongue.
>Conflict: Shadows & Ur-Spathi.
>Conflict: Ogres & Shadows.
>Conflict: Shadows & Roggs.
>Conflict: Fire Goblins & Stormscales.
>Conflict: Halflings & Poltergeists.
>Conflict: Shadows & Stiltwalkers.
>Conflict: Infester Vines & Mousefolk.
>Conflict: Shadows & Mousefolk.

Remaining & Expired Timers:

>The bond between Fire Goblins & Serpent-Twisted can now be broken.
>The bond between Fire Goblins & Magmorks can now be broken.
>The bond between Vintri & Glass Shells can now be broken.
>The bond between Mousefolk & Waspfolk can now be broken.
>The conflict between Infester Vines & Mousefolk can now be broken.
>The conflict between Shadows & Mousefolk can now be broken.
>Conflict between Wilted Dexters & Heralds cannot start for another turn.
>The bond between Vintri & Crystal Snails cannot be broken for another turn.

With the start of a new turn, all of the species have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.

Here is the current Divine Power of every god:
>Scaper: 24 DP
>Fractal: 9 DP
>Frosore: 12 DP
>Yearn: 6 DP
>Effie: 24 DP
>Uthys: 24 DP
>Torc: 6 DP
>Totalous: 24 DP
>Loreleilim: 12 DP
>Carrion Lord: 24 DP
>Ur: 22 DP
>Drazil: 6 DP
>Lases: 7 DP
>Yidith: 24 DP
>Murtnag: 24 DP
>Trillimti: 12 DP
>Endestria: 6 DP
>Insoleo: 23 DP
>Vellyn: 18 DP
>Buufhonk: 6 DP
>Dryf: 7 DP
>Chitinron: 12 DP
>Belphagor: 6 DP
>>
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The attached underworld map contains all of the updates made during the previous turn.

There's probably something important I should mention but my brain's a little fried right now. Let me know about any mistakes that I've likely made.
>>
>>5257604

>End conflict between shadows and ogres 6dp


Yearn desires for the cursing of the ogres to cease. Ever since they were forced to hate the inedible shadows the ogres have become slaves others, having their true desires tainted. Yearn uses all of his godly power to end this needless conflict that is tainting the ogres.
>>
>>5257603
It seems that Scaper has decided to find other ways to end this little conflict. Perhaps keeping the Shadows out of the fields is for the best, too, in anticipation of the coming age.
>>5257196
>>5257624
Still, a promise is a promise...
>6DP: Bond the Mousefolk with the Halflings
...and strengthened, the Halflings shall be. They shall always be able to call the Gear Fields their home, as a respite from anything else that may upset the peace.
(..and that's all my DP spent, so no building today, i guess)
>>
>>5257448
"Many have kept souls from me but none have been so brazen as to walk into my realm and take them. You will regret this clown god."
>>
>>5257604
(((Hey who are the pocanthy in the hexes of the jungle)))
>>
>>5257604
Ur had returned to Apoch, he never really left of course, being a moon and all. The Ur-Spathi had been brought back from the dead, resurrected by the Immortal Fool, thinking he could simply bring them back to Ur himself sitting in the stillness of the void, Buufhonk knew he rarely pointed his mighty amber sclera to the planet, he would be facing the void head on, staring deep into the abyss. He theorized thats probably why hes so kooky, breaking his train of thought his entire windshield filled with crimson as they rounded the equator of his madness he could only glance for but a moment into that darkness before his jolly clown spirit began to falter, it was cold and unknown, he knew as all gods he was a product of it, but it was not his home, he felt little of the absurdity of it all and began to quiet himself as they approached the "Eye of Ur".
=======================================

It was over as soon as it had begun, all around the fairgrounds, Carnies left and right looked at the new blue moon, their honking all but silent in the presence of a god of order, no eldritch visions, no wild hooting, even sugar wasnt as sweet anymore for many of them.
A blinding flash filled the north, Ur had left his mark on the world, covering the northern fog with dusty crimson, the Cult of Madness had succeeded in the return of the old ones, those who left and went west to the large continent, growing long and ornery, these are those who went the other route, a small but chosen group of blue noses, they had ignored the light, the madness had not called to them as it did with the Stiltwalkers, when Buufhonk had gazed into the void, a great wave of unease at the thought of madness crossed his mind, this thought had mutated the very core of those few carnies, they opposed madness and craved order, no more did they honk, or make any sound for that matter, their brightly colored clothes soon matched the pattern of the spirits in Honk Heaven the ringleaders had told them of so many years before, it was fitting they thought. Whats more serious then death? So they left the noisy Isle in a boat, wanting somewhere quiet to make home, to entertain something besides other carnies, who didnt find them funny, they were weird and quiet, and they pretended to be in boxes and used something weird to make them go into pretend boxes and pulled them with invisible ropes. They sailed for days, not a sound among them drifting over the carbonated sea till the water became clear and blue, they looked down into the blue at themselves, they were very different now, lanky and thin, their natural face patterns turned black, the salt of the ocean removed the color from their hair making them dark haired as well. One tapped a shoulder pointing to the eastern horizon, their they saw a lonely peak with a quiet valley, sure no one was there but they knew the harpies they knew before their change might visit eventually, this would be perfect, here they made their new home.
(1/2)
>>
>>5257774
Buufhonks new children, the Pirouette, quiet and strange, often seen walking about the barren plains as if it were filled with huts, farmers tilling the pretend fields with pretend plow, children floating in the air moving like pendulums in a pretend swing, it was all real to them.
>Buufhonk uses Create Subspecies, The Pirouette for 3DP
>Buufhonk uses Adapt Species for 3DP
>>
>>5257779
Forgot pic
>>
Chitinron still sleeps undergoing metamorphosis
>>
New ID?
>>
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The lazy god woke up. There were snacks on the table, a cool cup of water recently replaced. He tried to scowl, but realized there wasn’t much to scowl about. He lumbered out of bed, walking through the halls of the arbor hostel as Mousefolk dryads scurried about, largely ignoring him. Ten minute of walking later the lazy god sighed. This was ridiculous.

He teleported to the gear fields and examined the gearmechs that trundled about. Copy the design, then teleport to the floating mountains. Lightning crashed around him, floating mountains jostling each other in vast magnetic fields. Now, expand the design, repurpose local materials…the new gearmech in front of him let out a whir as it came to life, two large wings encased and protected flight rotors that provided movement, while the magnetic core within let the creature hover in the air. A sleek seat on top allowed for a rider. The lazy god sat down on his new creation and nodded. This would do just fine.

> Spend 3 DP to create a gearmech subspecies, flightmech with the favored terrain Floating Mountains. Flightmechs are sleeker, lighter and faster than their cousins, and draw their power from the intense electrical storms of the floating mountains. Located on the yellow star.
>>
>>5257604

Loreleilim watched the world as their work of adapting the Poconthy continued. Yet, they would be surprised at what happened with the god Yearn. As they took a avian race and turned them into something similar to the Poconthy and Viersperan, just far more chaotic and evil, along with aquatic. Still, it was nice that they didn't corrupt their people. Regardless, they continued their work in making the Poconthy adapted to most lands that existed. Still, there was a few they certainly needed to work on for them, such as the deserts and the stranger lands of the far west, but that was fine. It was likely not long until they would expand to other places. If anything they probably would be the most populous species by the end of their work. Regardless, there was still at least two or three more centuries before they were adapted to everywhere that Loreleilim desired.

(Poconthy adapt to the boreal forests, tundra, swamp and plentiful hills.)

>>5255940
(Understandable. DESU I kinda saw the Mer as either with the tail downsized and their general size being akin to an orca or at least beluga or narwhal, though human size makes sense given your original plan. Still, in terms of non imperial units, the Verpserpan's height while 'standing' is roughly 4 and a half meters tall while tail length not including that bit is about 17ish meters I think, give or take a meter.)

>>5256618
>>5257017

(As QM said, it's my people. Though, I'd say the Poconthy are a bit more than smaller, given they are more akin to the size of gnomes or dwarves compared to the Viersperan's giant size.)
>>
>>5257841
((Well sense they are both treading into the homeland of the waspfolk do ya wanna wright some fluff ))
>>
Despite his... ever weakening state, Drazil had a reputation to stake. He returned some of Fractals power, with interest.

Meanwhile, the Snakeskin Demigod of the stormy archipelago, emboldened by his theft of storm and Seaspray, imbued a portion of the power he had taken amongst his people. They were given the ability to manifest stronger storm magic than their... lesser brethren, the Serpent Twisted

>Donate 4 DP to fractal
>Empower Adjutants with empowered storm.magic
>>
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>>5257604
While The Divine Parasites are worrying there is nothing I can do about them at the moment though who knows about the future?

Anyway for this turn I'm going to give some attention to my poor ignored Cerberants and transplant them to a different Sea of Blood and since I have the DP I'll make it so they get to keep their neighbors and transplant some Gorecaps to a new Mushroom Forest
>>
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>>5257604
>Spend 6 DP to create a new species: The Volcanic Dung Beetle
>Place it in the middle-most tile of the Volcano island
The Volcanic Dung Beetle is a curious race of large insects that like to find rocks and other materials that erupt the volcanoes and bind them together with their own excrement, and then roll around the newly formed rock with several other members of their kind. A Volcanic Dung Beetle will typically work together with a small familial group on one large Dung-Fire Rock for generations until it is simply too large for them to push and then move onto the next one. It is theorized that the Volcanic Dung Beetles feed off of kinetic motion and that is why they make the large rocks they roll around with.
>>
>spend 2dp to shape land
carve a tunnel from the jungle wasp folk territory to the underground hive
>>
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>>5257604

((Time for something actually cute this time.))

After his declaration of war against the Moon, Fractal has been silent, simply pondering on his methods. During his sleep, the stomach parasites that once roiled about within him have managed to form themselves into a coherent state. They scrape at his insides and recycle scraps of essence. But we already covered that last turn, so let's turn our attention Eastwards...

===

The tiny little warrior flung its spear at the hulking monster before it. It did nothing but distract the Candy Golem, who had no vitals for the peppermint lance to even impale. No, no, no! It was about to be smashed into bits of rock candy! The Spearmint turned tail and fled, letting its wrapper cloak flutter behind it. Heavy footsteps shook the sprinkle-encrusted earth, as the monster pursued it relentlessly. Once the mindless golems caught sight of their prey, they'd keep going until one party was smashed into rubble. And the diminutive warrior had no hope of winning.

And so, the little fella ran and ran, thinking of nothing but escape. The Golem's gait was twice as long, and it was rapidly gaining ground. In its frenzied flight, the Spearmint spotted a sheer wall of gingerbread before it. Powdered sugar crunched underfoot, and it made a beeline for the wall. Perhaps it could climb it and get away from the monster...

It stumbled several times, nearly getting caught in the grasp of the gobstopper-headed beast. It barely registered the piercing note of a bugle horn, before some great impact shook the earth behind it. The Spearmint was thrown to the ground, sliding forward and getting a faceful of icing sugar. When it mustered up the courage to turn around, a baffling sight beheld it. The Candy Golem was pinned underneath a large cookie, with its lower half shattered from the impact. Atop the chocolate-studded disc was a group of fellow knights, each wielding sharpened candy canes. They wasted no time in descending on the beast, stabbing and jabbing until it was in pieces. The gobstopper rolled free, coming to a stop a mere foot from its would-be-victim's helmet.

Footsteps clicked against the gingerbread platform, and the Spearmint slowly turned to look. A red and white-striped warrior stood before it, with some sort of emblem caramelized on its chest. Some kind of... Roaring beast, reaching upwards?

The knight, taller than any Spearmint it had ever seen, extended a sticky hand to help up the little guy. It gingerly accepted, gazing up at the visor of its savior in awe. Behind it, the warriors got to work on lifting the cookie up, and began carrying the bits of candy into the gingerbread structure. The word came unbidden to the tiny warrior's mind: Castle.

"Together."

The candy knight tossed a hand around the Spearmint's shoulder, and guided it into the depths of their fortress.
>>
>>5257936
There aren't any hivelands under the jungle wasps, yall are right on top of the land of the dead
>>
>>5257952

>12 DP. Enlighten the Spearmints. The Spearmints have begun banding together in order to fend off the other inhabitants of the Candy Islands. While there's not much in the way of actual technology here in the island, construction is far simpler than in any other biome. All they have to do is carve out huge chunks of material, and use liquid-adjacent candy to stick them together. Within, chivalric orders of warriors dwell. Perhaps soon, they'll be able to wrangle the Candy Golems and domesticate them. Or perhaps they'll end up clashing in great wars.
>>
>>5257952
hey Frac, idk if you saw my turn but I want your thoughts, I made a subspecies of clown that actually follows the blue moon, I thought it fitting as clowns throughout mythology have been very dualistic, the Koshare I created earlier are an example, the black and white are as yin and yang, north and south, man and woman, nature or nuture, madness and order, moodswings are fit for a clown god, and the Pirouette are far less foolish then their Stiltwalker cousins, so I thought you might appreciate it as a gesture of good will as the middle man between opposing forces that ultimately make up all of us
>>
>>5257153
>>5256953

The Beast stirs from its slumber, feeling drained from... Something outside its influence. Oh well. It paws at the earth, its thoughts having coalesced into a shining mote of potential that beams down from the moon above. Their suggestion is taken well. He asks their help, in the coming age, to give strength to the creation he intends to craft.

>>5257958
((Oh yeah! I was gonna write out some comment on it, but I hit word limit on my original post. I liked them a lot. As soon as I started reading the post itself, I had a feeling they were gonna be mimes, so you telegraphed that part very well. Definitely an interesting addition.))
>>
>>5257958
>>5257962
((Ah right, thoughts on the newly-enlightened Spearmints? I'm definitely excited to put life on the candy islands, they're a great biome for unique civs to rise up.))
>>
>>5257779
>*Adapt species to plains sorry about the scatterposting today yall, very busy day oof
>>
>>5257953
Oh no then that’s an immediate retraction
>>
>>5257966
Love the thought of a neighboring nation near the homeland, I wish them peace We will talk much more next age most likely, I hope any foolish actions by my Carnies in their current state mean you any offense, I mean were in the neolithic of Apoch so they might eat a few, but yknow the future with smarter races will probably have them more concious of their candy neighbors
>>
>>5257975
((No worries at all. Fractal is no stranger to making species as food sources, and the Spearmints aren't his favoured children at this point, even if they've been influenced by him.))
>>
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>>5257604
The plans have been laid, now all I need is to find the right employees for the job and wait for enough power to accumulate.

In the meantime I shall repay the one who inspired my idea. Chitinron's waspfolk are already powerful enough that I can't make them stronger. But I can help them somewhat.

I will give them a new island home, one that may just so happen to be more exposed to the ocean allowing traders to access it easier, but I'm not doing it for that, this is a gift.

>I use 2dp to transplant the waspfolk to the hex with the black X

I know you did a lot of planning for how waspfolk civilzation was gonna look in the old jungle, so I hope this isn't disruptive Chitinron

>>5257962
Of course Autarch of Arctic Beasts. I will gladly lend a hand to help anything that would be profitable for us all. But for the next few turns I am busy with a... secret project.
>>
>>5258204
Well it just means that there will need to build new trade routes I’m thinking due to the fact that this is a planet once the waspfolk have fully created ships
(Because flying takes alot of energy and the idea of theme flying for millions of miles is not probable).
>>
They could just move to the left and pop out in new territory
>>
>>5257604
(Haaa, work is seriously kicking my ass. I swear I'll get a proper update out for all these enlightenments eventually. A real goliath of a post, can't be letting Fractal outdo me)

The Solarions now enlightened, Insoleo moved on to the first of his intelligent children, the Intrum. It was not a simple task, to give intellect and language to those that lacked mouths or other traditional means to communicate, but eventually, Insoleo figured out a way. In short order, the simplistic shifts in colour in the crystalline bodies of the Intrum transformed into complex, kaleidoscopic patterns, a language formed of light and colour. Now, only one remained.

>Insoleo spends 12 DP to Enlighten the Intrum
>>
>>5257975
I got a few rare mime and clown pictures you could like will post after eating not feeling well today after drinking 0,5 milk from april woke up like 2 hours ago around 18
>>
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>>5258483
>>
>>5258483
>>
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>>5257604
>4 tattered land at the 4 light purple tiles
>>
so Vellyn and buufhonk
what is desired?
you have my debt what is your desire what do you wish?
>>
>>5258625
Vellyn has said that the Tattered Lands are something that they aren't very happy with and would like other people to replace with something else.

Are you sure that you want to use that biome anyway?
>>
>>5258633
ah thats sad too hear if i am being honest.......i guess i could then put carnival there
>>
>>5258647
oh put GREEN moon dust there
>>
Rolled 1 (1d4)

>>5258649
>>5258647
either one is fine even if i think carni land is better for my pal buffhonk
1-3 for carni
4 for green moon dust
>>
>>5258649
In that case, I'm just going to call the biome "Moondust" and the different colours can be flavour because I'm drawing the line at multiple biomes which are just different coloured versions of the exact same biome.
>>
A final blessing for the Gorecaps for the time being, to put them on par with all of the other apex species that populate Apoch. Through ingesting the blood of a being, they may gain insight into the memories of that entity. They do not learn everything that their victim knew, but a Gorecap may acquire some of another creature's skills and knowledge by imbibing its vitae.

Next, I shall make a few alterations to the landscape. Some of the abandoned Tattered Lands shall be replaced by fungal growth, to connect the isolated mushroom forests. Once that is done, I shall transform some of the landscape neighbouring Effie's great channel of magma into obsidian, to better reflect the influence of that fiery flow.

As my final action for the time being, I must say I find that isolated forest full of Shadows to be rather out of place. I believe that I shall calcify it and turn every last tree into crystal, to better mirror its neighbouring landscapes. Of course, the Shadows cannot survive in such an environment, but I do not mind that.

>First, I shall spend 2 Divine Power on one use of Empower Species to bring the Gorecaps up to Level 10, though I get the feeling that they will not remain at that Level for long.
>Second, I shall spend 4 Divine Power on four uses of Shape the World, to transform two Tattered Lands into Mushroom Forests, a Mushroom Forest into Obsidian Spires and a Woodland into Crystal Fields.
>I got a bit lazy, so no image attached. You'll be able to see it for yourself on the final map.
>>
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Turn 28 of the Age of Land and Beasts has begun.

The attached surface map contains all of the updates made during the previous turn.

Failed Divine Abilities & Refunded Divine Power:
>There were none.

Existing Conflicts & Bonds:
>Bond: Infester Vines & Shadows.
>Bond: Roggs & Dexter Vines.
>Bond: Gorecaps & Trufflehogs.
>Bond: Crows & Harpies.
>Bond: Harpies & Carnies.
>Bond: Vintri & Hyalax.
>Bond: Harpies & Mousefolk.
>Bond: Crows & Mousefolk.
>Bond: Stormscales & Serpent-Twisted.
>Bond: Gridvines & Gearmechs.
>Bond: Earthern & Brainbulbs.
>Bond: Flamers & Dragons.
>Bond: Fire Goblins & Serpent-Twisted.
>Bond: Fire Goblins & Magmorks.
>Bond: Vintri & Glass Shells.
>Bond: Mousefolk & Waspfolk.
>Bond: Vintri & Crystal Snails.
>Bond: Mousefolk & Halflings
>Conflict: Fire Goblins & Ashtongue.
>Conflict: Shadows & Ur-Spathi.
>Conflict: Shadows & Roggs.
>Conflict: Fire Goblins & Stormscales.
>Conflict: Halflings & Poltergeists.
>Conflict: Shadows & Stiltwalkers.
>Conflict: Infester Vines & Mousefolk.
>Conflict: Shadows & Mousefolk.

Remaining & Expired Timers:

>Conflict between Wilted Dexters & Heralds can now start.
>The bond between Vintri & Crystal Snails can now be broken.
>Conflict between Ogres & Shadows cannot start for another two turns.
>The bond between Mousefolk & Halflings cannot be broken for another two turns.

With the start of a new turn, all of the species have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.

Here is the current Divine Power of every god:
>Scaper: 24 DP
>Fractal: 7 DP
>Frosore: 18 DP
>Yearn: 6 DP
>Effie: 24 DP
>Uthys: 24 DP
>Torc: 12 DP
>Totalous: 24 DP
>Loreleilim: 6 DP
>Carrion Lord: 24 DP
>Ur: 24 DP
>Drazil: 6 DP
>Lases: 9 DP
>Yidith: 24 DP
>Murtnag: 24 DP
>Trillimti: 18 DP
>Endestria: 6 DP
>Insoleo: 17 DP
>Vellyn: 24 DP
>Buufhonk: 6 DP
>Dryf: 11 DP
>Chitinron: 18 DP
>Belphagor: 9 DP
>>
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The attached underworld map contains all of the updates made during the previous turn.

Just a quick reminder that this Age is coming to a close at the end of Turn 30. In the next Age, you will be unable to use the Create Species and Enlighten Species abilities. If you plan on using those abilities, I suggest that you do so within the next few turns.

As a quick teaser for the coming Age and without spoiling the exact rules, these are the current work-in-progress costs for the abilities that will be available in the Age of Culture and Strife:

>Shape the World – 3 Divine Power
>Create Subspecies – 6 Divine Power
>Empower Species – 4 Divine Power
>Enfeeble Species – 4 Divine Power
>Transplant Species – 6 Divine Power
>Adapt Species – 6 Divine Power
>Create/End Conflict – 3 Divine Power
>Create/End Bond – 6 Divine Power
>Catastrophe – 6 Divine Power

>Create Civilisation – 6 Divine Power
>Splinter Civilisation – 6 Divine Power
>Empower Civilisation – 2 Divine Power
>Enfeeble Civilisation – 2 Divine Power
>Adapt Civilisation – 2 Divine Power
>Incorporate Species – 4 Divine Power
>Expel Species – 4 Divine Power
>Declare War – 4 Divine Power
>Expand Civilisation – 6 Divine Power
>Create Alliance – 12 Divine Power
>Create Wonder – 12 Divine Power
>Bestow Coastal/Ocean Sailing – 12 Divine Power
>Bestow Land-Dwelling – 18 Divine Power
>Everwild Species – 3 Divine Power
>Neverbound Species – 3 Divine Power
>All-Consuming Species – 6 Divine Power

A lot of these new abilities are very similar to ones you're familiar with. Others are going to be entirely new. I understand that there are a lot and this risks getting too complicated for /qst/, but I'm going to give it a shot anyway.

And as always, please point out any mistakes that you believe I made.
>>
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>>5258770

There's little time left to shape the world in this manner, and the age of land is coming to an end. Fractal spends his power to extend his buried permafrost through the underground, forming chambers where essence is broken down and prey is stored. Various bodies are buried within the sleet and snow, not all of them dead. There are hulking Thundertusks, Stormscales, shards of shattered glass from his attempts to hunt the Lion of Light's prey, and even the smouldering remnants of Dryf's Dragons. His vast stomach is finally carved out in full. It bears little of value, and is a poor place for life to linger, but the parasites spread out within it regardless, squabbling for scraps of flesh and remnants of Godly power.

>7dp to shape the world. Permafrost tiles.
>>
>>5259182
Throw 3dp worth towards fractel
You dont look so hot figuratively speaking
>>
Rolled 97, 647, 690 = 1434 (3d1000)

>>5258766
did that staircase next to the carnival turn into a crystal plain?
>dice unrelated
>>
>>5259185
((Oh shit! Thank you for the gift. That's absolutely perfect, I was going to request some next turn, but now I can do exactly what I was planning. ))
>>
>>5259205

((>As my final action for the time being, I must say I find that isolated forest full of Shadows to be rather out of place. I believe that I shall calcify it and turn every last tree into crystal, to better mirror its neighbouring landscapes. Of course, the Shadows cannot survive in such an environment, but I do not mind that.

Yup. Scaper converted it.))
>>
Enlightened, the Sheddalin had lived a strange new existence. The foundation of a desert culture, founded on trade and scavenging had begun. But still, they found the vast distances they had to cross... punishing

Many among their ilk died from starvation or dehydration, unable to make it to their fledgling settlements in time to receive treatment.

That was, until the Snakeskin Demigod returned. The Great Birds, the Akua Baba had spread far and wide. Intelligent and almost immortal, they plucked food from the desert sands like a fishermen does bait. He taught the Sheddalin the language of the Akua Baba, and how to earn his creation's respect. Over decades, the Akua Baba learned to trust the Sheddalin as brethren, and to ride on their backs. No longer would they starve, aback the wings of the many.

>Bond Sheddalin and Akua Baba

The other gods had not seen Drazil in many hundreds of years. His crippled, malformed body remained at the bottom of his archipelago. He was shrivelled and sickly. Whatever was taking his power must be punished. He would not permit this blasphemy
>>
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>>5258766
Knowing that the next age is coming Lases decides to work on his favored species the Brainbulbs one last time before whatever changes are coming, certain that they are at a level capable of surviving what is coming he feels like they can use another biome.

Using a map of the world and a dart he tries tp pick a suitable one at random. The first throw ends up with him hitting woodlands which they already thrive in, The second dart ends up in the Deep Cola and while he decides to remember that for later Lases doesn't want to make a subspecies.

The next few dozen darts all end up hitting Dead Land and having grown frustrated Lases simply deposits some Brainbulbs into unclaimed jungle before deciding to his plans for a darts tournament to celebrate the next age were a bad idea.
>>
So Vellyn you the timeless, the defier of entropy, soon the end of the era is neara~ close soon our powers will drift away do you perhaps desire enlighten upon children of your own? Soon a turn or two until its too late, and i owe a debt of gratitude upon you and buufhonk the fearless, a debt best given now where its worth the most for a gift
>>
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Dryf floated a few hundred feet above the Fangs of Fractal. He calmed himself a bit. He believed his plan was solid, he created it of course. But he couldn’t get his mind away from the very low possibility that Fractal himself would come to intervene. A battle between A god of trade and a god of beasts would end up like a battle between a normal merchant and beast.

But taking risks is part of obtaining great wealth, so Dryf went forth with his plan. He raised his arms and summoned forth the creatures from the Species Creation Department. Throughout the millennia, he had a number of different races scrapped, but he kept their forms around just in case. And now was a case. Across the mountains many different life forms appeared. There were dryfters of water and wind, harpies with neither wings nor feathers, and mousefolk so mutated they grow the size of fire goblins.

Dryf then yelled out to all of the newly made races “FIND ME THAT TREASURE!”. The races then scurried about, trying to find their way, trying to complete a goal they did not understand. Dryf had no interest in Fractal’s challenge. And these species would never accomplish it. Most of the creations would not make it past the day due to the cold. The rest would not survive past a month because of the beasts.

But their survival was not what mattered. With all the commotion going on, it was sure to draw the attention of Fractal. And he would see Dryf, floating above commanding it all. And that's what Fractal needed to see. Dryf was a narcissist; he named his race after himself after all. So when Fractal saw him commanding these doomed races, he would not suspect that Dryf would ever allow himself to not be at the center of his plans.

But you don’t become the boss without learning when to let others do the work for you.

Once Dryf was certain he had done enough, he left the mountains, and returned to his headquarters in the heavens. There he waited. A few hours after he arrived the door to his office flew open, and Dimitrius stepped through. Dryf went forward to greet his employee of the month for the past 13000 years, but stopped when he saw all the blood he was covered in. Atleast, he thinks it is Dimitrius’s blood, he had no idea what his blood actually looked like.

Dryf used some of his divine power to heal Dimitrius’s wounds, the only thing he couldn’t fix was his now missing eye. Dimitrius then gave his report of the heist on the Beast Moon. He told him that all of the other employees that he brought with went mad upon the moon, being mutated both in mind and body into beasts devoted only to killing. Dryf had sent 500 employees with Dimitrius, each was cunning, powerful, and some of the best he could find. Only Dimitrius returned. But the job was successful, and Dimitrius handed the bounty he had taken from the moon to Dryf. Dryf took the bag from Dimitrius and looked inside. There he saw it, the souls of Ur-Spathi killed so long ago.
>>
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>>5259322
>>5258766

For the job well done, Dimitrius was named employee of the month again, and given the rest of the milenia off. Dryf took the souls down to the Species development department. Once he got there, he asked to see if the bodies were ready, and the head of the department showed him to them. He was taken to a special chamber where Dryf saw the bodies he designed specifically lying on several alters, each lifeless, waiting for souls to inhabit them. He demanded everyone to go outside, he needed to be alone for this.

He couldn’t use the souls of the currently living Ur-Spathi, as they were still closely connected to their mad moon god, and while that connection was necessary for their purpose, it needed to be weak to prevent too much insanity. So Dryf needed souls that had lied dormant for a long time, souls Ur would have not thought to check for.

Dryf began his work. He changed the essence of the souls of the Ur-Spathi. He kept the cowardly as before, but now they loved the light and feared the darkness. And he also prepared them for their niche in his future plans.
The Earthern and Flamers shared one flaw, they held no love for the arts. They were both obsessed with functionality over everything. By products of how Dryf had guided them over the years. But Dryf wanted there to be trade of all things, and so he needed artists to guide his people. But the Flamers and Earthern were stuck in their ways, and Dryf had no need to create a third type of Dryfter to complicate his job even more. No simpler idea was to create a new race, a race of artists and poets. And creativity and madness go together quite well. So Dryf may had striked against the moon of a god he called an ally and created a sub species from a race of a god he called enemy, but Dryf had always valued profit above most things. And these new Dryf-Spathi were looking to be most profitable indeed.

Soon, the new race would be scattered across the hills where Dryf had begun creating life in the first place. He would tell the Eathern people that the strange beings were a gift from Dryf himself. He debated giving some to the Flamers, but they would likely just enslave or exterminate them all. But while they were to cowardly to fight, and didn't have the same natural affinity for nature as the Earthern, the Dryf-Spathi would eventually be appreciated as a part of their communities all the same

>I use 3dp to create a sub species of the Ur-Spathi, the Dryf-Spathi. The will spawn on the hex with the black X, and their biomes will be Plentiful hills, Crimson Moondust (or whatever the it gets renamed too), and Crystal plains.
>I then use 6 dp to create a bond between the Dryf-Spathi and the Eathern.
>>
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>>5259329
Also pic for Dryf-Spathi

And Scaper I have a question. Will there be a sort of point purge at the end of the age? I am wondering if I should start saving up dp now so I can do more stuff when the next age starts, or if we will all start with the same amount.
>>
>>5259332
((Interesting!! I had intended to do something similar next turn, it’ll be very fun to add in an acknowledgment to this. That’s certainly gonna add to the word count. Can’t wait.

Scaper said points don’t carry over, nope. ))
>>
>>5259322
Eh sorry about moon heist thing its a place where its mind over matter you go mad if you think so if you expect it "life is but a dream"
>>
>>5259332
loving this if i am being honest and remember they are natural gem polishers and shapers with a ken eye for lenses.... probably good optometrists that could do eye surgery the old way with liquid nitrogen and the grind wheel
>>
so fractal this talk of your great body and of fractals maw what if there is a Gut biome a heart biome and such you have constructed a throat with that staircase,
>>
>>5259360
((Definitely not gonna make those. I mostly wanted to capture the fantasy trope of there being a giant mountain range or geographical feature that was once alive. Like the bones of a dragon, or the body of a giant. Also using it as a replacement for a living civilization, to leave my mark.))
>>
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>>5259360
having some rough ideas for like a upper torso the question is how large? yeah i funked up the scale when sketching
>>5259376
>>
>>5259322

While the Mountains are deeply linked to the Hunter’s God-Soul, his Beast Moon is not. It’s simply a work of passion, and of punishment. And thus, he senses nothing amiss when the infiltrators land upon his surface. His attention is solely on the undertakers of his trial, and the god of commerce who hovers high above and commands it all. The ruse is an excellent one, and his attention is completely focused on the poor souls who drop dead in the snow one by one. He watches them for as long as it takes, taking note of the brave ones, and of the cowards. He watches as the Iceborn hunt them down and tear them to shreds. He watches as the Frigian whirl around a prototype Dryf, solidifying its aqueous form and reducing it to ice. These are the first pilgrims, so he pays them much heed. When the final one is dead and gone, buried beneath snow, he gazes up at their creator and snorts. It’s an unimpressed, dismissive noise, with the meaning clear: ‘Try again’.

He thinks that Dryf has failed to put him in his debt, with the promised wish. That ought to spark some humor in the crafty demiurge, for Fractal has been completely duped. And perhaps his deception would have gone unnoticed for millennia, if not for mere coincidence…

>Coming Soon!
>>
>>5259377
((Ooh, interesting proposition. I think I’m done shaping it for now though. I’m tracing the vague shape of a stomach, with that curve. And I don’t want to make it too big, so that it hugs the silhouette of the mountains.))
>>
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>>5259377
the idea came too me there are lakes of blood so why not lakes of stomach acid then came the idea of organs like the stomach and a god heart either central or on the left or right side like most animals pumping liquids in the body,
perhaps Vellyn would like a idea like this with there ideas of land made from gods flesh
>>5259384
hmmmm perhaps it has a long neck like a snapping turtle or a turtle dragon like its resting its head to the side with its mouth open with mountains like great horns or like a mammal with its head lying sideways on the ground mouth open
>new pictures related
>>
As the first few wasp folk died their souls had fell into the underworld, (living over the underworld certainly didn’t help), this sorry state of affairs only improved when eventually veterans trained in the martial combat of chi and similar martial arts died their souls having passed on to the underworld this lead to an influx of soldier wasps skilled in the art of combat who could fight of the undead and spectral denizens of the underworld.

The first dead general of the dammed legion Scorpio Rendus (he had trained in the art of ensnaring his targets through the use of robe bound javelins to pierce and drag his enemies toward him so he could FINISH THEM!! with a lethal flurry of sharp weapons and a sharp beheading from his impressive beartraps he calls his mandibles) he was the first to be called general and he lead a charge toward the shore line he fought back the spirits that attempted to impede his charge toward the shore line. Amongst his ranks where the dead of the many other races that felt themselves stranded in this horrid place, some where the dead of mouse folk two of whom where called Eda and Gale they where his scouts, some the spirits that composed the muscle of his core where the ogres gentle giants loyal and the best comrades he could have asked for thought they could still use some work when it came to retention of information, and then there where the gear mechs although they where robbed of their metallic exoskeleton( a sentiment Scorpio could sympathize with) they still carried the immense strength of their past lives.

There are many other notable members of the dead legion but that can wait for another time currently this story is about the actions of the general and his effects on the land of the dead.

Scorpio was determined to create a place of refuge for his troops and refugees stuck in a bad situation, so he planned with the backing of architects, construction crews and the skilled stone carvers he made an oasis amongst the undead scattered with marigolds to help lead his friends and allies to paradise.
Stone block temples dot the landscape as various green plants grow free from the touch of those who would destroy them immortal guides to paradise.
>create subspecies undead wasp folk 3 divine power favored biome soul haven
>shape world 3 times create soul haven marked by a flower marigold
(1/2)
>>
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(2/2)
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>>5259401
It would perfectly cradle the stomach you made and the mountains its shell and those edge mountains limbs
>>
>>5259401
((Looks pretty neat. The original ref pic I used for Fractal had him as a vaguely mammalian snow monster. Though, as time goes, it would definitely be mutable and take on other traits, like reptilian scales or something. I think I’m done with the mountains for now though, and wouldn’t want them touched, but during the overtime turns, I’ll work on the Deadlands surrounding him and turn them into something more fitting. All my DP for the next few turns is set aside for other things. ))
>>
>>5259422
The funny thing is the picture is basically How it looks now its a outline of what is now what exist even you ad nothing
>>
>>5259427
*Even if
Sorry very tired cant sleep
>>
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>>5258766
It seems that Apoch has gone back to a period of relative peace once more, and hopefully will stay that way until the next age. Back to building, Endestria hums, setting more gears into motion.
>6DP into building: 5 Gear Fields and 1 Great Bridge

(just to check btw, Scaper, when civilisation begins will the entire civilisation's species adapt to the biomes shared by the other species? Or will that take a use of Adapt Civilisation on top? If the civilisation doesn't automatically share its biomes I might just wait till next Age to adapt to the Bridge and Tunnels. Also, will Civs also have spread limits like species do now?)
>>
>>5259401
((What's the thing to the left, by the way? Is that the inside of the permafrost? I see a set of jaws.

Also, Chitinron, I'll be repaying you and the noble Waspfolk for all these gifts next age. Stay tuned! I ought to have a lot of surplus power, since Fractal isn't one for building Empires.))
>>
My fellow divinities, I have a proposal.

It has become evident that many gods favour the Halflings, so much so that I dare not act against them. Yet they have not made any significant progress in their quarrel with their undead brethren.

For this reason, I seek the approval of the other gods as I plan to weaken the Poltergeists until the Halflings can seize victory over them, thereby banishing them to the Realm of the Dead where they belong. Yet as this involves extinguishing the vast majority of their kind, I seek the opinion of my gods before I engage in this behaviour.

Basically, I'll be using Enfeeble Species on the Poltergeists until the Halflings can wipe them out but I'll also use Transplant Species to put them in the Realm of the Dead on the same turn. I'd say that this qualifies as being potentially disruptive, so I want the opinions of people before I go ahead with it.

>>5259445
A civilisation will have the favoured biomes of all of the species that belong to it, plus any favoured biomes that the civilisation (or its predecessor[s]) acquired using Adapt Civilisation.
>>
>>5258770
It is time, much preparation has gone into gathering power for this great crusade. The Serpent-Twisted MUST be pushed back from the realm into the coast. They are a mockery upon my name, a blight upon the land, and cowards to their core.

First, for the war effort the strange Volkung Beetles should be tamed so that they may roll their strange balls of dung and rock into the enemies.
>Create Bond between Volkung Beetles and Fire Goblins for 6 DP

Next, the Serpent Twisted must be punished once again for their hubris, how dare they get close to my people. It will be fitting that they cannot even form bonds with themselves as a punishment.
>Enfeeble the Serpent-Twisted with distrust 2 DP

Finally let it be known that any who interfere with this war shall be made my enemy forevermore. This is a matter between Drazil and I, and that vile ice god if he decides to stop playing politics with his lessers.

>End bond between Serpent-Twisted and Fire Goblins for 12 DP
>Create Conflict between Fire Goblins and Serpent Twisted for 3 DP
>>
>>5259536
((>qualifies as being potentially disruptive
I think it's pretty alright. It's lore-fitting, not malicious, and seemed like a sort of mini quest/mission anyway when Trill spawned them outside of the Land of the Dead. Plus, halfling Ghostbusters are a really funny concept to me))
>>
>>5259536
"I'll allow it as I should have tried to take them back long ago."
>>
>>5259338
>>5259356
Glad to hear you guys like it. I was gonna write more details about the moon heist, but it would have required another post and I like the keeping what happened their kind of a mystery, besides the fact that it was a bad time.

Also glad to hear points don't carry over. In case you couldn't guess, my main goal in the next age will be rushing to get boats out to my civilizations, so I didn't wanna spend the rest of this age doing nothing so I can rush that as soon as possible.

>>5259536
It makes sense in universe, so I'd say you're good.

>>5259550
Also yay the never ending war is back on. Need to get the grudges in now, my Flamers are gonna need somewhere to do their mercenary work.
>>
>>5258770


With only one other god being kind to the Halflings and creating a bond between the halflings and the mouse folk,
Yearn is glad as he watches the two small races work in tandem while hunting and gathering their food in this neolithic age.
Clearly the Halflings deserve to be left alone from any devious intentions of these other gods who spend their time creating distrust. Yearn frees the Halflings the same had he had the ogres from the taints upon their beings that had made it appear that the Halflings were good targets to warp.

>End conflict between the halflings and the poltergeists
>>
>>5259601
>Halfling Ghosts now no longer get to go to Heaven
KEK. I think you may have misunderstood the intent.))
>>
>>5259601
>>5259604
Hey, it frees up my Divine Power to be spent on something else, though we will need to decide exactly what life is like in that peculiar land where Halflings live side-by-side with the spirits of their own dead.
>>
>>5259607
Sounds like it’s going to get very crowded for them in the next age then. Interesting concept though!))
>>
>>5259607

It's caveman times, so I doubt there is too much caring, but perhaps they will develop a religion based on ancestor worship as they are able to physically interact with their ancestors
>>
>>5259604

They weren't made with a desire for the afterlife so I am sure they LL be okay

If anyone wishes to empower them with a desire to do so, they are more than welcome to
>>
>>5259601
>With only one other god being kind to the Halflings and creating a bond between the halflings and the mouse folk,
>Yearn is glad as he watches the two small races work in tandem while hunting and gathering their food in this neolithic age.
:> glad you liked it

>>5259536
Do the locations of each subspecies in the civilisations count? Or will the species in a given hex be derived from the civilisation, and not vice versa? I'm a little confused about the relation of civilisations to their constituent species, lol
>>
>>5259685
>I'm a little confused about the relation of civilisations to their constituent species, lol
That might be because you're trying to figure it out before you have full access to the rules.
An explanation of sorts can be found here:
>>5255103
If a civilisation is present within a hex, I won't bother counting the species that belong to that civilisation in that hex. I will just assume that they are all there, represented by that civilisation. To put it simply, once you make civilisations, this whole mess will become much easier to track. Please make civilisations.
>>
>>5259707
Ah, I see. Nice, guess that means I could just go ahead with transplanting species to bridge/tunnels then
>>
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>>5258766
A land sank, or it might not. It's all liquid at the moment. An iteration of divinities with the purview of delusions and illusions is made with a fact.

>Spending 6 Divine Power on Shape the World to sink the Dead Land and turning it all and a sea tile into Hole.
>>
>>5259791
Noted, and welcome.
>>
>>5259407
This one is my creation btw also the message Boards are having problems
>>
>>5259407
>>5259408
Love the idea, though "Undead Waspfolk" is a little dry for a species name. Most of the inhabitants of the Realm of the Dead have been given suitably ominous names.
Would you mind if I went with "Dire Drones" or something similarly edgy? Something that will fit in with the Angels of Death and Soul Rippers.
>>
>>5260003
Iaght although they are still at their core people
>>
Sorry taking awhile to get my computer started slow as fuck
>>
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>>5258766
>>5258766
>2 points creating a single staircase linking the surface and underground
>2 ur-spathiremenants
>2 red moon dust
>>
(Hey Endustry, I'm thinking of adding a cuckoo clock forest to the north of the gear fields, did you have any plans for that area?)
>>
I have noticed that the vast subterranean jungles remain empty. I believe that I shall change, though should others disapprove of my creations, they are welcome to annihilate them. They are not significant.

First, I shall take one of the Bumble Wasps of Chitinron. In particular, I shall seize a queen and rip out its stinger, for I have no use for it. I shall grant the creature a ravenous appetite and extraordinary fertility. Its own body shall be the nursery in which its offspring shall multiply until the mother's body ruptures in an explosion of maggots. Each of these grubs, should they survive until adulthood, shall grow up to become just like their mother. They shall care for naught other than sustenance and multiplication. I shall call these beasts the Podgeflies.

Next, I shall take one of the Frost Scorpions of Frosore. Once again, I shall rid this creature of its stinger, for I have no need of it. Instead, I shall grant it great claws and mandibles, for burrowing and consuming the hardiest foodstuffs. These voracious omnivores shall be known as the Scutters and though they are not necessarily predatory, they shall be fiercely territorial.

Last but not least, I shall take one of the Centigrades of Fractal. I shall allow its legs to atrophy for it has not need of them, when the loamy soil of the jungles are so simple for them to navigate. They shall exist only to plough through the subterranean soil and churn it up in their search for carrion and rot. In their wake, they shall leave behind fertile earth and rich compost, ideal for new growth. These creatures shall be the Churms.

Oh, and one final matter. With the rest of the Ur-Spathi, there is no reason for that ghastly monument of Ur's to desecrate Trillimti's realm any longer. Why mourn for a species that walks on the surface of Apoch once more? I believe that I shall replace it with the typical terrain of the Realm of the Dead instead.

>First of all, I shall spend 9 Divine Power on three uses of Create Subspecies, to make the Podgeflies, Scutters and Churms. The Podgeflies are Level 1 while the Scutters and Churms are Level 5, and all have the Subterranean Jungle as their sole biome.
>Second of all, I shall spent 1 Divine Power on one use of Shape the World, to replace that Ur-Spathi Remnant in the Realm of the Dead with another Realm of the Dead hex.
>I shall reserve the rest of my Divine Power.
>>
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Turn 29 of the Age of Land and Beasts has begun.

The attached surface map contains all of the updates made during the previous turn.

Failed Divine Abilities & Refunded Divine Power:
>There were none.

Existing Conflicts & Bonds:
>Bond: Infester Vines & Shadows.
>Bond: Roggs & Dexter Vines.
>Bond: Gorecaps & Trufflehogs.
>Bond: Crows & Harpies.
>Bond: Harpies & Carnies.
>Bond: Vintri & Hyalax.
>Bond: Harpies & Mousefolk.
>Bond: Crows & Mousefolk.
>Bond: Stormscales & Serpent-Twisted.
>Bond: Gridvines & Gearmechs.
>Bond: Earthern & Brainbulbs.
>Bond: Flamers & Dragons.
>Bond: Fire Goblins & Magmorks.
>Bond: Vintri & Glass Shells.
>Bond: Mousefolk & Waspfolk.
>Bond: Vintri & Crystal Snails.
>Bond: Mousefolk & Halflings.
>Bond: Sheddalin & Akula Baba.
>Bond: Earthern & Dryf-Spathi.
>Bond: Fire Goblins & Volkung Beetles.
>Conflict: Fire Goblins & Ashtongue.
>Conflict: Shadows & Ur-Spathi.
>Conflict: Shadows & Roggs.
>Conflict: Fire Goblins & Stormscales.
>Conflict: Shadows & Stiltwalkers.
>Conflict: Infester Vines & Mousefolk.
>Conflict: Shadows & Mousefolk.
>Conflict: Fire Goblins & Serpent-Twisted.

Remaining & Expired Timers:

>Conflict between Ogres & Shadows cannot start for another turn.
>The bond between Mousefolk & Halflings cannot be broken for another turn.
>The bond between Sheddalin & Akula Baba cannot be broken for another two turns.
>The bond between Earthern & Dryf-Spathi cannot be broken for another two turns.
>The bond between Fire Goblins & Volkung Beetles cannot be broken for another two turns.
>The conflict between Fire Goblins & Serpent-Twisted cannot be broken for another two turns.
>Conflict between Halflings & Poltergeists cannot start for another two turns.

With the start of a new turn, all of the species have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.

Here is the current Divine Power of every god:
>Scaper: 20 DP
>Fractal: 9 DP
>Frosore: 24 DP
>Yearn: 6 DP
>Effie: 7 DP
>Uthys: 24 DP
>Torc: 18 DP
>Totalous: 24 DP
>Loreleilim: 12 DP
>Carrion Lord: 24 DP
>Ur: 24 DP
>Drazil: 6 DP
>Lases: 10 DP
>Yidith: 24 DP
>Murtnag: 24 DP
>Trillimti: 24 DP
>Endestria: 6 DP
>Insoleo: 23 DP
>Vellyn: 24 DP
>Buufhonk: 12 DP
>Dryf: 8 DP
>Chitinron:15 DP
>Belphagor: 15 DP
>Gib: 6 DP
>>
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The attached underworld map contains all of the updates made during the previous turn.

Just a quick reminder that this Age is coming to a close at the end of Turn 30. In the next Age, you will be unable to use the Create Species and Enlighten Species abilities. If you plan on using those abilities, I suggest that you do so within the next few turns.

Additionally, Divine Power will not carry over to the next Age and at the start of the next Age, all gods will need to register again. You will start accumulating Divine Power on the turn that you first post during that Age, just like in this Age.

Finally, the next Age will not start immediately. There will be a break of at least a week where I will need to do a lot of shit, but I will regularly be talking with you guys for feedback and input regardless.

I'm sure I probably made a few errors here so please point them out if you see any.
>>
>>5260195


Yearn spends time removing curses from the ogres and the Halflings so that they may live freely once more without the shadow of besmerchment upon their souls of desire

>Empower ogres twice
>Empower Halflings once
>>
>>5257048
>>5257048
HOLY SHIT THAT WAS FANTASTIC
sorry it took me so long to show back up, been busy, but MAN that's better than anything I've written yet - hell, it might be better than anything I've *ever* written, I'm terrible at making my characters suffer lol - bravo! <3
>>
>>5257952
This, too, is adorable. Despite being a beast-god, you rival me for cuteness O w O
>>
>>5259313
sorry, I have basically forgotten about this game the past few days and haven't been checking the thread at all. I actually wrote a thing a while back where I reclaimed the Tattered Lands and wrote a really cool Lovecraftian passage about them but alas, nobody read it, and that kinda made me sad enough to want to just not bother anymore, which is kinda stupid but you know...
>>
>>5259401
yes I literally had that idea and wrote it here:
>>5256388
and no one responded or acknowledged it lol
>>
>>5260331
I read it but did not know what too do and now we are both fully loaded so we could do some major changing of the landscape or creatures
And points dont carry over between eras so no reason Not to spend everything
>>
I unfortunately wasted a day's points, by being gone too long. I should have acted earlier today, then I'd have six more points, but I already had the maximum of 24. Ugh.

I have no idea what to do, and I have to go to bed. Come up with something cool and creepy and I'll take inspiration from it in the morning. Look at the horror art of Beksinski for inspiration - he's kind of where I got the idea for the Tattered Land from.
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>>5260342
Also under it is jam packed with jungled want too plan a body shape? But we can alsojust transform water into land or leave a sea gate into the undeground
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>>5260195
The mousefolk's dead are truly the warriors their living pretend to be. While normally appearing as they did in life when angered or fighting their true form is revealed showing their larger partially rotted bodies and sharper teeth. They spend most of their time guarding the isle however at the time the oracles deem best they have a tournament and rank themselves by strength. Right before the isle disappears the weakest half pass on to Trillimti's realm while the rest continue to protect the isle.
The dryads continue to care for the hostel even in death. When no one is around they clean rooms and occasionally make food.
>Spend 3 dp to make subspecies Rot Rats favored biomes the isle, my realm and plains
>Spend 3 dp to make subspecies Caretakers favored biomes arbor hostels, my realm and gear fields.
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>>5260197
The blood on the gorecaps' heads torments them by causing them to hear the final thoughts of their victims constantly. They often rip out parts of their heads when trying to stop the voices.

Trillimti decides to give the newest afterlife a little help.
>Spend 3 dp to make subspecies The Scalped favored biome my realm.
Spend 15 dp to shape the world into soul haven.
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>>5260111
(nope, no plans at all! please feel free to do what you'd want!)


Endestria pondered the Great Bridge and Relativity Tunnels. While complete, the infrastructure was still going to slowly decay as long as it was not maintained. Perhaps redeploying some of his helpers would be helpful for that purpose. First off, a bit of additional preprogramming to help the Gearmechs with the spacial distortions in the Tunnels...
>3DP: Adapt Gearmechs to Relativity Tunnels
Next, moving some of the Mer to help with the bridge...
>2DP: transplant Mer to blue cross
And finally, a bit of work on the long-stagnant mainland, as the Gear Fields begin expanding southward once more.
>1DP: Gear Field on black cross
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>>5260195

With the times changing, it was clear there wasn't much more that Loreleilim could do to assist her creations and finish her plans. Quietly taking out a small hourglass from their person, they watch as the few sands at the top remaining slowly fall down. Merely a century more at best until things change drastically...She realized how much she focused on the surface, and how little she focused of the underground. A bit of a regret, that there wasn't much more she could do. Perhaps she focused too much on her plans in the moment rather than expanding things longer term, looking far too much on the present. Ironic, from a god of time...Still, she was on this path in this time. And looking back upon the past was only natural to her, for history was her domain. Besides, she had other options...Things she could do to potentially make things interesting in the next ages...For now though, she continued to focus on the smaller kin of her first creations. Perhaps soon after she would make them spread out across the world, but for now she simply continued ensuring they were practically speaking extremophiles...Though she needed a bit more time...Just a bit...Racing as quickly she could, she made the adaptions come faster, not wasting what time she had left. She needed to hurry. There was only a little bit more she could do before she would have to focus on the natures of civilization and would need to rush... Though, she had at least a few plans to make things...interesting. Yet, as with everything, she needed time. It was only tragic that pausing it would only cost her power, not gain more. At least the way the world was now would grant interesting stories and legends.

(Adapt Poconthy to Fangs of Fractal, Exposed Seabed, Desert, and Mushroom forests.)
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Mathias, mousefolk dryad, walked alone across a long stretch of dead land. The land hurt, the dust somehow sharp against his fur despite how fine it was. To his left a massive flow of lava churned and twisted, filling the air with a low roar. An intense heat wafted off of it, his waterskin had been emptied long ago. Mathias was acutely aware that he needed to turn back. A trail of dead flowers dotted the landscape behind him and it wouldn’t be long before the mousefolk wilted as well.

Mathias had a mission. Mathias had a belief. Flowers must bloom. Life must sprout. But how? How in this heat? The lava surged for a moment, the heat followed, so intense, hotter than the rays of the sun even, and the dryad was forced to turn away. When he did his eyes fell on the obsidian spires. The sun glistened on them, beautiful as any flower, like mighty trees born of the blood of the earth.

He turned back toward the surging lava, felt the heat, so hot it hurt. He felt the power given to him by the great trees, to shape and nurture flower, tree, and shrub. He walked toward the lava flows, the heat growing, the pain mounting. Was he delirious? Was he insane? Sweat poured until there was no more. Another step. And another. Burns began to form, pain blossoming like the flowers he had so desperately tried to fill this wasteland with. Another step. More pain.

He stood on the edge. There was a final flash of pain, then pain vanished. The smell of smoke. A dull realization that he was smoldering. Mathias knelt at the edge, lifted the magma in his bare hands, skin peeling away, just bones remaining. If earth could yield flowers, then surely molten earth could as well. Fire was just a hotter sun. He knelt and felt the power. Felt weakness fall away. Fire was life, and his was the power to shape it.

> Spend six DP to Shape World. Create Obsidian Gardens at starred locations. Obsidian Gardens are wild prairies filled with flowers and tall grasses inexplicably made of Obsidian glass.
> Spend three DP to create a subspecies of Mousefolk Dryad, Obsidian Dryad. Obsidian Dryads are skeletal mousefolk with the power to command and shape lava flows. Mousefolk Dryads have favored terrains of Magma Flows and Obsidian Gardens. Obsidian Dryads begin at the blue star.
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>>5260308
>>5260316
((Thank you!!! I really appreciate that, especially coming from you. It was a joy to write, especially since it’s something that everyone laid the foundation for with the various races in the first place.

>>5260331
I did read through it, but must have forgotten to mention it. I really liked that part, and I was happy that the tattered lands weren’t abandoned after all. Was good to see the Prophet again after so many turns, and I’m definitely excited to see how the Yetun interact with it next age.

The part about Vellyn awakening definitely did its job of actually unsettling me, due to what would happen to the adorable mousefolk who’ve been built up for so long. That part was captured really well.

Give yourself a bit more credit! You and Insoleo have been pretty big inspirations for me in these threads, and to totally pick favorites, I love reading your stuff the most.))
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The children of Ur have returned to Apoch. A most unwelcome sight. This time, they mar the surface and scatter fragments of the moon upon it, instead of staying buried in the depths. He snarls in displeasure, feeling fury burn within him as the Mad God looms high above. Sheer cowardice. Perhaps he would have been willing to forgive it at the final juncture, if it repented and showed proof that it would partake in creation like the rest of them. But even at the very end, it was scrabbling desperately to cause misery, only deigning to cease when it could hide and cower to avoid retaliation upon its spawn. No, it's too late to forgive. His grudge is eternal. As he looks over the Crimson Moondust, longing to scatter it to the wind, his plan takes form.

Wardens. Hunters, to keep them in check. Chitinron spoke well. The Beast turns his gaze skyward, to the lunar prison of his own making. He has access to the same materials as Ur due to his earlier hunt. His claws rend the surface open and call upon the frozen flesh and stolen souls within.
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… Something is amiss. Fractal prowls among the bitter mass of spectres, stepping over the bodies he mangled so many years ago. It’s a hunt he remembers well. He sees other bodies too— constructs of magic, and earth, who tore themselves apart under the moon's savage influence. Lingering remnants of these… Employees.

Fractal bellows in fury, and the moon roars with him. It’s a terrifying sight for the mortals of the world that night, as they watch the blue moon break open. A great scar tears across the surface, and the planetoid itself bursts into a snarl. It looms in the sky, as though about to reach forward and sink its fangs into the surface of Apoch itself. The jaws of the moon turn towards the mineral-rich fields, where the Dryf-Spathi sit, and it’s obvious that the deception of their savior has been discovered. The Beast Moon glares down at them, looming closer and closer with Fractal at its helm, the outline of his body trailing behind the monstrous head like a comet. It opens wide, threatening to consume a great chunk of the world and reclaim his bounty...

It ceases all of a sudden, the titanic maw hanging open in contemplation. The god of trade has always been respectful, and conducted himself well. The moon rears back and breathes upon the planet, leaving a thin veneer of frost upon the fields that night. And then it withdraws, doing nothing more than cause a freak weather occurrence; a warning, to not intrude again. It rumbles and shifts, before snapping shut and leaving the ragged scar of the vast crack upon its surface (As well as a legend to be retold forevermore). Fractal forgives the transgression this time, as he takes up the majority of the remaining souls within his claws. Perhaps it's due to the vile nature of the work he intends to do, that he allows the Dryf-Spathi their mercy. So be it. Dryf has opted to save them, and they'll be spared the unearthly torment of their brethren. Even a skilled tracker must contend with fortune, and the fruits of this daring heist are /immensely/ lucky indeed.
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Fractal begins shaping the remnants, warily eyeing the Spathi as he does so. While their presence disgusts him, the trueblooded spawn themselves deserve one FINAL chance to escape annihilation. Perhaps with the influence of Buufhonk the Mirthful upon them, they'll develop into something different. But if they don't... He ought to be prepared.

Tears leak from the bodies of the Blue Moonchildren, echoing their torture, their torment, their final moments alone in the cold. Countless souls are shaped together in each mass, their misery and memory granting great strength and ferocity. Fractal’s genocide is etched into their very existences, taking shape in the form of a monstrous, heinous beast. It has one purpose: To hunt down the Spathi and add them to its mass, so that it may split its suffering among many and feel even a fraction less of its agony.

Their bodies are malleable, stretching and reshaping themselves to chase down prey and add their spirits to the mix. Perhaps he'll separate those out and return them to Trillimti, when they claim their victims. The sight of a Moonchild strikes deep terror into the heart of a Spathi, for they can see their own doom reflected in the endless eyes of the mangled beast. Finally, he links their spirits to the Beast Moon. Even if they were to fall to their progenitors, their tortured essence would remain out of reach, rising to the sky and revealing their blasphemous forms to their victims.

They stalk the edges of their land, serving as a warning of what will happen if they deign to misbehave again. The beasts hold not Fractal's favor. They're useful all the same, as weapons to hold at the Mad Moon's throat. He intends to maintain balance by using them as a demonic, abominable shepherd, that serve to remind Ur of what he's done to his children, and what he can do again.
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Ur has deigned to scatter dust across the surface of the world, so he does the same. His claws are encrusted in stone and ice from his rending of his moon, so he wipes it across the crimson fields, paying no heed to the damage he does. The Cerulean Moondust is an icy expanse, at first seeming like one of the many icy biomes that Fractal has created. However, any living being who sets foot on it soon find themselves choking, their eyes bulging from their skulls and popping like grapes.

The soil itself saps everything from the air. Oxygen, moisture, toxins, everything. As soon as one sets foot in the strange piece of the moon, they find themselves in a vacuum. Not even ice forms here, in absence of vapor. Instead, the lack of heat draws from the warmth of any intrepid explorers, sapping them of life rapidly. No, it's certainly no place for fleshy, organic lifeforms. It's no mere smattering of dust. The Moondust is truly a piece of the moon, with its laws and workings carried onto Apoch.
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The Dryad was feeling whimsical. A forest in front of her, the every turning gear plains behind her, the two felt a bit silly to be so close to each other, but perhaps this was a whimsical world. Maybe it was to relax a little. Seeds, bark, gears, cables, and just a little bit of her personal touch.

Saplings erupted from the ground, gears, cables and springs wound into them. The fine dust of the dead lands softened into loamy soil and a mesh of metal cables. Saplings grew into mighty trees. Ridges formed in a neat circular pattern, and a curious split formed in the bark of each tree just under the circular ridge. Long thin branches formed in the center of the circles and started their slow spin.

Then the ticking started, the sort of dull roar that only a thousand soft noises can make. The dryad glanced up at the sky, noted the position of the sun. Better leave before it starts.

> Spend 1 DP to Shape the World. Create The Cuckoo Clock Forest on the starred hex. The Cuckoo Clock Forest is like most forests in the world, except at the changing of the hour when it becomes a deafening cacophony of cuckoo clocks. Sorry about the drop in property values near the edge of the gear plains.
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>>5260195
This turn I'm just gone be boring and shape the world.

I'm turning the hexes marked in purple into Crystal Plains and the ones marked in black into jungle
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>>5260460
Tomorrow I'm gonna spend 4 dp so I'm hereby giving permission to anyone who wants more dp on turn 30 to use my extra 2
>>
>>5260449
>>5260451
>>5260454
>>5260458

>3 DP- Create Subspecies of Ur-Spathi, named the Blue Moonchildren. Biomes: Crimson Moondust, Cerulean Moondust, Hoarfrost Deadlands. Place it on the darker blue
>3 DP- Create Conflict with the Ur-Spathi
>3 DP- Shape the World- Biome: Cerulean Moondust

((There we go. The Wardens I mentioned. I'm putting them in conflict, at the same level, so neither party is wiped. Mostly to prevent them being forcefully bonded.

Scaper, I know you mentioned not wanting to make different-coloured variations. However, while 'Green' didn't make much sense, I'm gonna request it anyway since I introduced the Moon long ago as something diametrically opposed to the Red. Hopefully the explanation of the biome's mechanics is enough to justify it.

>>5259580
Hope you like the little response! Good thing you took those souls too, or the entire population would have been experiencing unearthly torment. Skipping the heist was a good call too, having it offscreen was great for the narrative.))
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>>5260460

I just shaped a few of those myself, you might want to compare and adjust.
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>>5260464
((Bleh, forgot image.
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>>5260469
Actually, that's dumb, I'd like to do this instead. Weird to split the blue over a distance))
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>>5260466
>>5260460

Oh sorry will do, here is my updated map, purple is crystal plains, green is jungle.

Still just gonna spend 4 dp next turn but this time I'm spending les dp on shaping the world so I can offer 4 dp to anyone who wants it
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>>5260470
((Ah, right. Forgot the LAAAST part. Could I request that their species color be bright cyan? Like how the Spathi are Printer-ink Magenta, I want the same CMYK shade of cyan.

Also, spotted a couple tiny mistakes. The Underground biome key for the Ogres hasn't updated their levels, and the Biome key for Coastal Beachline doesn't match the new color you changed them to on the map. The sandy map color is much nicer, I gotta say.))
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>>5260195
>Adapt Pirouette to Tundra, Boreal Forest, Woodland, Fairgrounds 3DP
>Adapt Stiltwalkers to Jungle, Woodlands, Fairgrounds, Boreal Forest 3DP
>Enfeeble Shadows 2DP
>>5260464
Frac baby, as much as I love this, can I meet you halfway and suggest an Island that your shepherds live on 1 tile seperate, I will add any other tiles you need and ill bridge it with a neutral tile, I know it wasnt your intention but duality is extremely esoteric and can add a foundation for strong opposing forces that all creatures need, I just want to make sure its equal terms, if that doesnt work would you be alright with me adapting the Ur-Spathi to the Cerulean Moondust? Just to preserve the balance of it, I just brought them back and theyre already under another prison on an island they cant leave outside of tunneling which we cant do any of in the next age, I get I dont control them but they are an essential part of my peoples history just as much as your moon is influential to my eastern tribes who are more with the nature using their miming for all their needs, my peoples are of both your planes and I am the wanderer, the neutral party that is the sum of your equal parts, the carnies being the best of both worlds, using the madness to create outlandish ways to improve their life, while embracing the absurdity they very well could be eaten by a beast but knowing they may have provided it a further life and a funny new taste :D
Didnt plan on writing any fluff but I felt it was necessary for some good lore for Apoch that we have the moons that chase eachother and oppose forces be equal
>>
The hour of their ascension was nearly nigh. The Adjutants chanted in the depths of the archipelago. Their violet torchlight in the swamps filled the air with a low drone.

Their Godchieftan gave them another gift. They awoke the next morning, some of them having an extra pair of arms. Others, hulking musculature. They were adaptable.

>Empower Adjutants with Genetic Adaptability

An echo of the Godchieftan, far to the east watched over the sycophants of the Sheddalin. His plan would come to fruition soon. Very... very soon. Riding in on an Akua Baba of enormous size, Hiss offered power to the Sheddalin. If only for a few years of temporary service.

Many among them obliged. Their skin was adorned with amber and scarlet stripes. When they were threatened, weapons would form from these stripes. And equally, they were also gifted farsight- nowhere could escape their serpentine gaze.

>Empower Sheddalin with Inherent Weaponry & Farsight
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>>5260515
((Sure thing, I don’t mind them being adapted to the Cerulean. The spacing is intentional, though, to eat into the moon-shard island and stop it from growing any bigger. I intend for them to live among the Ur-Spathi and serve as a warning while terrorizing them. But since the Spathi hail from the moon, I see no reason they wouldn’t be able to adapt to the new biome just as well, if they can deal with the cold or something.
>>
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>>5260195
Something remained of the life that lived besides the Hole.
The souls of the dead will remain within their bodies, now able to control the water that permeates it.
Empowered by the divine, this control has granted them the power to create illusions, mostly in the form of mirror images, near their bodies.

These beings has no physical needs, and only capable of sustaining and replicating themselves through the consumption of souls, though they would think themselves as living beings, indistinguishable to the normal Twisted, and will work to convince other beings that they are such.

>Use 3 Divine Power to create a subspecies of Serpent-twisted, called Attery, adapted to Coastal Waters, Oceans, and Hole. They are placed at the Bottom Hole.
>Use 2 Divine Power to empower the Atteries' illusion magic.
>Save 1 Divine Power.
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>>5260530
Could have atleast made it a triangle connected to the red triangle instead of cowering already established tiles, so we get some nice pattern going and not covering the stuff made by buufhonk.

Unrelated so scaper was afraid to take action against the halflings how human are they? And do people really like them that much? It Would be i dont know annoying/boring? If they are human 0.5 and it gets the typical treatment humanity gets in fantasy
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>>5260493
((I'd like to take you up on that, please! Got some final touches I'd like to make, before we go into the overtime turns.
>>
>>5260195
as the era of rebirth approaches a massive pulse runs through each and every wasp folk a sudden feeling of wonder, a feeling of a need to explore to discover new friends and new lands gives them wanderlust, their carapaces shift as they grow a hardier outer casing to endure harsher climates.
>spend 3dp to adapt wasp folk to woodlands
>spend 3dp to adapt wasp folk to plains
>spend 3dp to adapt wasp folk to crags
>spend 3dp to adapt wasp folk to savannah
((also QM if the board was too crowded i would like the wasps to travel up the stairwell of the gear fields as they advanced))
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>>5260560
this is mine btw
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>>5260545
I like the halflings if you want to avoid humanity 0.5 then maybe take inspiration from fantasy like Tolkien or dnd
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>>5260436
:3 thanks <3
ALL I NEEDED WAS A PAT ON THE HEAD
now to figure out how to spend my 24 points and stop mourning the 6 I lost by being late >_<
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>>5260515
Surely you would need to spend 3DP for *each* biome you adapt to, right?
>>5260197
Can you confirm? This will probably impact my turn.
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>>5260515
>>5260734
This is correct. One favoured biome for 3 Divine . You cannot adapt a creature to every biome for 3 Divine Power.
Additionally:
>I just brought them back and theyre already under another prison on an island they cant leave outside of tunneling which we cant do any of in the next age
I'm not sure what made you think this because this isn't true.
Obviously I need to write the rules a lot more clearly.
>>5260331
Sorry for not being particularly appreciative. Between keeping my significant other happy, working at my day-job and trying to coordinate the species spread clusterfuck and prepare for the coming Age, I admit that I've skimped on reading some of the fiction lately.
I'll try to read up on all of it in the coming week, when I don't have to spend literally four to five hours coordinating the daily updates.
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>>5260345
Not sure what to do about body shapes, but I do want you to make a subspecies of Spathi called Tattered Spathi who look sort of like the creepy multi-armed dudes from your last picture but with wings instead of arms and kinda undead looking, who haunt the Tattered Lands and cackle maniacally in the night. I'm doing some stuff there on my own turn and don't have enough points for everything lol.
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>>5260749
((You're doing a really great job, my dude. Apoch has been fun as hell over the past month. It gets me to wake up earlier than usual, to check on the day's moves.

BTW, what software do you use for the map? I've been wanting to privately run something similar for some friends, after being inspired a ton.))
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>>5260763
Read the following spoiler at your own risk. Once you know the true depths of my despair, you might never recover.
MS Paint, with GIMP as a side-tool for making hex icons of acceptable quality.
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>>5260766
((Holy shit))
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>>5260766
I wonder if I could figure out how to make some sort of shitty program for you to use intended solely and specifically for this purpose that would make it easier. Would be a fun challenge, but kinda too late now lol
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>>5260749

As someone who also runs a many player quest for the past 9 months,

I have no idea how you do updates every day. You are a god
>>
>>5260771
At this point, it would have almost have been less effort to relearn a programming language to put together a basic program for this sort of game. You're right about it being too late though, perhaps for a future Dawn of Worlds game.
>>5260773
I have a powerful weapon in my arsenal, a valuable tool for any aspiring QM. Immense autism.
>>
>>5260195
>>5260451
Dryf stood upon of hill and watched as the blue moon cracked and shattered open.

Dimitrius, Dryf's employee of the month for the past 14000 years and now patron of thieves (a title given by Dryf) "I think Fractal found out sir."

Dryf yelled back "Of course he found out!" Dryf calmed himself "Alright, we have to be ready for the counter attack. Its probably gonna involve ice or beasts, so we should send out some-"

Dryf was interrupted by by the sound of a great roar. He looked up to the moon and saw if forming the shape of a great maw. There was no time for preparation, Dryf ran through his options. He was a minor god, with his power on his own he might be able to challenge the moon, but if it was truly given much of Fractal's power Dryf would stand no chance. But the first cities of the Earthern were so close to being built, he couldn't just leave them behind.

As Dryf weighed his options, it began to snow. Not unusual for this part of the world. Extremely unusual given that it was the middle of summer. He looked back at the moon withdrawn, leaving only a small layer of snow and the recipe for quite the legend.

Dryf knew it was a warning. A declaration that at anytime, Fractal could bring his wrath upon the children of Dryf. And while the beast god's attention was drawn towards the orignial Spathi, Dryf began to work to strengthen his children.

Dryf went to the firelands, the home of his Flamers. Their dragon mounts had served them well, and while individually strong, they were not powerful enough to fight back any invaders. It was time to change that.

First Dryf sought two ways to increase their population. Know Dragons instead of laying one egg, they would lay multiple, usually 2-5. Second, they shall be blessed with long lives. Each living to be over 200 years old.

Second, it may prove than a creation of fractal may be so infused with cold it simply ignores their fire breath. So there will be no uniformity in it. Instead their breath will be of a different element, based on when their egg laid. Now there were breaths of lightning, frost, and acid. A side effect of this is that dragons of different breaths are different colors.

And following that. Whatever elemental breath the dragon has, that element will hardly effect it. An Ice dragon could live in any blizzard, a Fire dragon could swim through lava.

>I use 8 dp to empower the Dragons. With more eggs laid, longer lives, different elemental breaths, and elemental resistance based on what dragon it is.

>>5260464
Good stuff man. Gave me a reason to empower the dragons besides "I wanna"
>>
>>5260195
(Alright, finally got a few days off, going to get those updates out after I get some sleep)

Finally, Insoleo turned to the Leolor. Much more savage then their other brethren, Insoleo found enlightening his leonine progeny rather simple. He simply twisted their lust for battle into an instinct to submit to those stronger then them, and rule over those weaker, then le their constant territorial battles forge a simplistic, but functional, society.

>Insoleo spends 12 DP to Enlighten the Leolor.
>>
>create subspecies of Divine Parasites called Shoggoths (adapted to Tattered Land)
"A shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and un-forming as pustules of greenish light," to quote the master.

>create subspecies of Shadows called Nightmares (adapted to Tattered Land, Mushroom Forest, Obsidian Spires, Obsidian Gardens, Magma Flow)
They have no shape of their own, but those who look at them see their worst fear, and become catatonic with terror, whereupon the gaseous Nightmare floats to them, affixes itself to their head, and eats their soul, riding their dead and rotting body as a vehicle until it falls apart altogether.

>adapt Gorecaps to Tattered Land
These inquisitive goblins regularly wander into the Tattered Lands, and rarely return, either because they were killed by the horrors therein, or because they decided it was a nice place to settle - though one has to wonder about the sanity of creatures who would decide such a thing.

>create subspecies of Gridvines called Godveins (adapted to Tattered Land)
These veins carry magma, the burning blood of the Tatter, among all the tower-bones and buried underground organs of the Dead God's body, and their warmth provides an energy source for all other life in the biome.
>>
>>5260846
>create subspecies of Ogres called Kiln Giants (adapted to Tattered Land, Magma Flow, Obsidian Spires)
The giants make obsidian bricks from magma pumped through the Godveins and stack them to form towers, which they then melt together, resulting in eerie, twisted architecture. Occasionally a giant who has climbed to higher levels of a tower while working on it falls to their death, resulting in a veritable feast for the abyssal ecology of the Tatter.

>create subspecies of Waspfolk called Nightcrawlers (adapted to Tattered Land, Mushroom Forest, Hivelands)
These wasps have lost their wings and gained many, MANY new pairs of legs, with which they scuttle along the webs of Godveins, feeling the vibrations in the network to pinpoint the locations of prey, which they either devour or, if the prey is less lucky, impregnate with their eggs. They remain eusocial, and sophont, but little is known of their culture. They have surely gone mad from the influence of the Dead God.

>create subspecies of Mousefolk called Nibblers (adapted to Tattered Lands, Mushroom Forest, Obsidian Spires)
These cultists are descendants of curious mice who wandered too far from home, and who upon reaching the Tatter were driven mad by the whispered voices of Greater Vellyn, carried on the winds. They devolved into horrific cannibals whose nocturnal revelries involve blasphemous orgies too terrible to describe.

>create subspecies of Harpies called Furies (adapted to Tattered Land, Mushroom Forest)
Harpies sent to search for their mouse brethren who had been lost in the Tattered Land were distorted upon arrival, too - but they hear Greater Vellyn's voice not as a squeaking whisper, but as a shriek like hurricane winds forced through a tiny aperture. Maddened by the sound and by the hideous fate of their friends, they screech their rage at the uncaring cosmos, and seek to punish anyone foolish enough to stand in reach of their claws for the crime of not suffering as they do.
>>
>>5260850
Sorry for doing this to you Scaper lol, 7 new species at once, but I'm using a little loophole in the rules here: it's easier to create a subspecies in a new place (3 DP) than it is to adapt and then transplant a pre-existing species (5 DP total) - you might want to pave over that flaw in the rules. My goal is for them all to form a single evil civilization, mirroring but distorting their wholesome neighbors. I THINK I got the numbers of biomes right, correct me if I'm wrong.

Oh and, they should all start on the lower tattered lands space, below the other three.
>>
>>5260766
I have Inkscape it’s also free
>>
>>5260850
Give me enough time and I or my children will calm their minds also remember that I blessed my children with strong mental fortitude
>>
>>5260871
Besides why parasitize a creature that’s gonna run away when you could parasitize a domesticated animal
>>
Someone feel free to take my points and civ next age, Ive been losing my drive for the honk, sorry Scaper, bit too much going on for me. This was super fun, life is just making it harder to keep up Buuf may return as an old Religion in the future if Scaper is cool with it
>>
>>5261013
I hope things go smoothly for you but if you're not going to participate, I'd prefer if someone else didn't get all of your points. It would set a dangerous precedent. Just don't sign up for the next Age and that will be fine with me. Looking forward to seeing you again if things slow down for you.
>>
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Is it too late to join for a new player?

>Create species - 6 points
The Yeast is a microbe that has suddenly risen to prominence in the coca cola seas, absorbing the abundant sugar in the carbonated fluid to fuel an explosive burst in population. As a byproduct, the Yeast releases alcohol - which may, in time, slowly convert the cola sea into a beer sea...
>>
>>5261046
Oooooooooh cool
And to answer your question kinda other gods can join in it’s just gonna be more restrictive in the next turn although there will be new stuff in that department
>>
>>5260195
Another bizarre abomination has been created, one that is absurdly more powerful than it ought, but now they have arrived on the shores of my continent. I was content to leave them be in the warmer climes of the south, but as they expand to the north, I will no longer sit idle.

Having left the comforts and familiarity of their homelands, they find an environment utterly lacking in the humor they are used to, and find it difficult to maintain their jovial behavior and outlook. The land they recklessly trod into shall chill their hearts and make them lose their way, and in so doing, the source of their power. They shall be ambushed by my creations waiting for the weak to fall behind in the storms, and what resistance they offer will provide ample opportunity for the Frost Scorpions to refine their craft. Their poison shall be especially adapted to drain the hearts of those it infects to lose their will and give in. These clown creatures shall find it impossible to expand into most of the Tundra without being picked apart. And the Frost Scorpions will hear no negotiation, as they are not enlightened.

The 'Pirouette' will stay in their corner until such a time as other use is found for them, or they leave.

>Enfeeble Pirouette 7 times with chilled hearts, homesickness, and lost purpose (14)
>Empower Giant Frost Scorpions twice with improved hunting tactics and will-draining poison (4)
>Create Conflict between Pirouette and Giant Frost Scorpions (6)
>>
>>5261210
The conflict is just 3 Divine Power, not 6.
Also, due to the fact that the Frost Scorpions and Pirouettes do not share any hexes, this conflict cannot happen.
However, due to most of Buufhonk's adaptations in >>5260515 being impossible due to the lack of Divine Power, I am only going to be adapting the Pirouettes to Boreal Forest.
If you want to make this conflict possible, you could spend your remaining 3 Divine Power to adapt the Frost Scorpions to Boreal Forest. This would cause them to share hexes starting from next turn and that's good enough for me to allow you to create a conflict.

If this information causes you to want to change your actions this turn, you're free to.
>>
>>5261046
Also, welcome. A curious addition and I'm interested in seeing what this Yeast becomes.
>>
>>5261251
I had assumed the Tundra would be the one to go through because it was the first listed, but if that’s not the case, it’s ok if the conflict just isn’t created. I’m ok with just empiwer/enfeebling, as it makes sense thematically here.
>>
>>5261284
It was a sensible assumption to make. I'm just going with Boreal Forest because there are more adjacent Boreal Forest hexes than Tundra hexes at the moment for that species and because I think it would look weird to have that patch of Boreal Forest be uninhabited while species spread all around it through the Tundra. Since Buufhonk's not going to be around, this is what I am going with.
>>5260846
>>5260850
>>5260853
I'll admit, this might be one of the key reasons why tonight's update might be a little late yet again. Yet all of these races are pretty great, so I'm pleased with your addition. I'm sorry for overwriting some of the Tattered Land and for telling Ur not to make any - I'll make up for that with my own actions.
>>
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>24 shape the world
>20 Void/nothing/your mind.
>4 geothermal springs
beyond the cities there is nothing a endless void where time is not there, Gravity's not so much a law
As just a mere suggestion
Whether or not you're gonna follow it
Is up to your discretion.
Space is at a premium as one may wander beyond yonder when you step into your mind Want to be happy? Want something to do? Wish there was somewhere you could be? Take a step inside, and you can go, be, or do anything.
so take a step into your mind or is it even yours
>>
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>>5261350
corrected map
2 geothermal hotsprings
2 ur-spathi remnants
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>>5261367
>>5261350
changed it again because of symmetry so it has a more gate look going to perhaps draw 2 custom icons for it so it looks like a door left and right side
>>
>>5261350
>>5261367
Just checking with you, do you want the Void to be Terrestrial, Aquatic or Amphibious?
I know it's none of those things since it's well, nothing, but for the purposes of gameplay I need to count it as one of those things.
>>
>>5261374
>>5261372

amphibious means that both aquatic species and terrestrial creatures can both exist on the tile right? why this is a place thats nothing and everything so both should be there.
>>
Update isn't even half-way done.

I'm going to delay it by twelve hours in order to ensure that I actually sleep. To make up for it, I'm going to give you guys a day and a half with Turn 30, the last turn of the Age of Land and Beasts.
>>
>>5261300
It's all right. I don't expect you to do everything perfectly. You're doing an amazing job.
>>
>>5261408

Rest easy, you've got an entire world and a gaggle of gods to sort out. Could take some time.
>>
>>5260850
I shall bless the night crawler with mental protection from the corrupted influence of your dark god
They still remember the primordial words of their mother’s pride in their survival, she feels no disappointment in their existence, in fact their new parasitic nature will ensure their survival, I shall bless them with peace of mind and a piece of my will shall stay guard within their minds and sting the soul of any invader who would dare to taint their minds
>empower night crawler with the might of sanity 3dp
>>
>>5261514
I know they are capped level wise I just wanted to do this for fluff
>>
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once metal is available
>>
Behold, the heart of everything. The culmination of everything I have ever done with my life, the only meaningful thing I have ever contributed to this world, the very apex of my existence, that which I have given all of my blood, sweat, tears and sanity in order to bring into being.

On a more serious and less deranged note, the Turn 30 update should hopefully be coming within the hour. As always, point out any mistakes that I have made.
>>5261519
>>5261514
There's no need to spend points for fluff. I'll try to get that in mind for the future.
>>
No time for fluff. I'll just give it to you straight.

>3 Divine Power for one use of Adapt Species, to adapt the Stiltwalkers to Great Rivers.
>5 Divine Power for five uses of Shape the World, to seal off the Swamp route to the underworld and to expand the Caverns in the underworld a bit.
>4 Divine Power for two uses of Transplant Species, to spread the Shadows around.
>I shall save the rest of my Divine Power.

Also, I have corrected the four hexes of Carnival that Ur added to be Tattered Land like he originally intended, since I was mistaken.
>>
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Turn 30 of the Age of Land and Beasts has begun.

The attached surface map contains all of the updates made during the previous turn.

Failed Divine Abilities & Refunded Divine Power:
>Buufhonk used the Adapt Species ability to give the Pirouettes and Stiltwalkers more favoured biomes than he had Divine Power. I'll just adapt the Pirouettes to Boreal Forest and the Stiltwalkers to Jungle.

Existing Conflicts & Bonds:
>Bond: Infester Vines & Shadows.
>Bond: Roggs & Dexter Vines.
>Bond: Gorecaps & Trufflehogs.
>Bond: Crows & Harpies.
>Bond: Harpies & Carnies.
>Bond: Vintri & Hyalax.
>Bond: Harpies & Mousefolk.
>Bond: Crows & Mousefolk.
>Bond: Stormscales & Serpent-Twisted.
>Bond: Gridvines & Gearmechs.
>Bond: Earthern & Brainbulbs.
>Bond: Flamers & Dragons.
>Bond: Fire Goblins & Magmorks.
>Bond: Vintri & Glass Shells.
>Bond: Mousefolk & Waspfolk.
>Bond: Vintri & Crystal Snails.
>Bond: Mousefolk & Halflings.
>Bond: Sheddalin & Akula Baba.
>Bond: Earthern & Dryf-Spathi.
>Bond: Fire Goblins & Volkung Beetles.
>Conflict: Fire Goblins & Ashtongue.
>Conflict: Shadows & Ur-Spathi.
>Conflict: Shadows & Roggs.
>Conflict: Fire Goblins & Stormscales.
>Conflict: Shadows & Stiltwalkers.
>Conflict: Infester Vines & Mousefolk.
>Conflict: Shadows & Mousefolk.
>Conflict: Fire Goblins & Serpent-Twisted.

Remaining & Expired Timers:

>Conflict between Ogres & Shadows can now start.
>The bond between Mousefolk & Halflings can now start.
>The bond between Sheddalin & Akula Baba cannot be broken for the remainder of this Age.
>The bond between Earthern & Dryf-Spathi cannot be broken for the remainder of this Age.
>The bond between Fire Goblins & Volkung Beetles cannot be broken for the remainder of this Age.
>The conflict between Fire Goblins & Serpent-Twisted cannot be broken for the remainder of this Age.
>Conflict between Halflings & Poltergeists cannot start for the remainder of this Age.

With the start of a new turn, all of the species have spread to adjacent hexes of their favoured biomes and every god has gained 6 Divine Power, up to a maximum of 24 Divine Power.

Here is the current Divine Power of every god:
>Scaper: 14 DP
>Fractal: 6 DP
>Frosore: 12 DP
>Yearn: 6 DP
>Effie: 13 DP
>Uthys: 24 DP
>Torc: 24 DP
>Totalous: 24 DP
>Loreleilim: 6 DP
>Carrion Lord: 24 DP
>Ur: 6 DP
>Drazil: 6 DP
>Lases: 8 DP
>Yidith: 24 DP
>Murtnag: 24 DP
>Trillimti: 6 DP
>Endestria: 6 DP
>Insoleo: 17 DP
>Vellyn: 6 DP
>Buufhonk: 10 DP
>Dryf: 6 DP
>Chitinron: 9 DP
>Belphagor: 11 DP
>Gib: 7 DP
>Microbes: 6 DP
>>
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The attached underworld map contains all of the updates made during the previous turn.

THIS IS THE LAST TURN OF THE AGE OF LAND AND BEASTS.

You may spend your Divine Power normally. This turn will end at 23:00 UTC on the 11th of May, roughly 36 hours from the time of this post.

If any Dead Land hexes remain on the map by the end of Turn 30, then there will be an additional special turn, during which Shape the World will be the only available ability. I will post the full rules for this special turn when it begins.

Once no Dead Land hexes remain and the map is complete, the Age of Land and Beasts shall come to an end and this game shall enter a week-long hiatus, at the end of which I will start a new thread and begin the Age of Culture and Strife.

During this hiatus, I will be seeking feedback, offering previews of the new rules and systems and generally communicating with you guys in this thread in order to ensure that the next Age is a more enjoyable and less confusing experience than this one was.

A few reminders:
>The Create Species and Enlighten Species abilities will not be accessible in the next turn. Use them now, if you were planning on using them at all. This is your final warning.
>Once this Age is over, I will post a map in which all species have spread as far as they possibly can. Do not worry about new species or subspecies not spreading in time for the next Age.
>The additional rules from Turn 25 remain in effect. Please avoid doing anything significantly disruptive that will make the transition into the next Age more chaotic than it already is.

As always, please point out any errors that I have made and if you have any questions, ask.
>>
>>5261889
Hey OP, can a species be upgraded to get the ability to convert one type of tile to another type if it's on that tile, or is tile conversion exclusive to god abilities? I was thinking of making the yeast ferment the cola sea into a beer sea.
>>
>>5261899
That'll count as Shape the Land. You can describe it as the Yeast doing the conversion but changing a hex from one biome to another requires using the Shape the World ability.
>>
“See that?”

Dame Altoid pointed her coiled sword at the monument in the distance. At some point, somebody had done the calculations, discovering that it sat about a hundred miles away from their coastline castle. The Circle-Ring, they called it. Her aspiring squires sat before her, eating up their hero’s every word. The Spearmint Knight hooked the weapon back on her belt and turned to face them.

“That’s our goal. Our people have strived at this endeavour for an age, with little success. But one day, we’ll reach the Ring. We’ll cross this cola sea, leave this island, and discover what lies beyond."

One of the initiates raised their hand. She motioned for the fella to continue. They reminded her of herself, from a time long past. Just like her mentor saved her, she had brought in these stray pups after felling the beast that threatened them. And now they were her loyal charges, eager to learn from a true Spearmint paragon.

“Why… Why can’t we just go now?”

“Good question.”

Dame Altoid motioned to the fizzling sea of brown that sat right outside their window. A small cluster of Spearmints were visible by its coast, dipping various types of candy into the liquid and inscribing their findings on wrapping-paper. One of them pulled out a soggy biscuit, and with a disappointed shake of the head, cast it into the ocean to dissolve.

"Candy is not made to be dipped in cola, it seems. The vast ocean eats away at anything that we use to float across it. And then we're left to fall into its depths. I don't think I need to describe what it does to our bodies after that."

The squires shuddered. Another one raised its hand.

"Then what will we do? How are we gonna get across?"
>>
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>>5261889

I'm, just gonna transplant a couple of crystal snails and brainbulbs for a total of 4 dp.

As long as Scraper is okay with it my remaining 4dp are free for whoever wants them
>>
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Altoid turned towards the little warrior, pride swelling in her chest. The emblem of the Beast lay emblazoned across her armoured body, seared and caramelized into the candy by a brand coated in molten fudge.

"I'm certain we'll do it one day. It may not be now. It may not even be in my lifetime, but one day, we'll find the right type of candy. Maybe it'll be something buried deep within the island, or we'll discover a Golem made of the right material. But the instant we discover our cola-proof confection, we'll craft our vessels and make for new lands. This, I swear to you, little ones."

Emboldened by her absolute confidence, the little Spearmints slowly began to clap. They began to feel the age-old calling, to leave their island of candy and see what lay beyond. While they had quite a home laid out before them, resplendent within the safety of a fortress, each and every Spearmint felt the need to find something bigger. Their lives were ones fraught with peril, eternally clashing with the golems that mindlessly attempted to smash them on sight. But there had to be a reason they were blessed by the Deity they worshipped, who left his minty breath upon them and separated them from the vicious cycle of shattering. There had to be SOME purpose to their existence. Something he intended for them. And they would one day find it.

"Now, grab your spears. Training in the courtyard in ten minutes. Chop chop! Go!"

As the novices leapt to their feet and scurried to obey, Dame Altoid rested a hand on the windowsill and gazed out at the rotating Circle-Ring again. Her gauntlet clenched itself into a fist.

One day, she would find it.

>Spend 2 DP to empower the Spearmints with innovation. They've managed to reach new technological heights due to the sheer ease of putting things together in Candyland. They're able to easily make large structures from candy and cookies, and even have cannons that use mints and cola to fire. However, while this is visually impressive, and works well on only the island, their true technological level is still low.
>>
>>5261909
((Dibs please! I'd like to take em. Also, during the Special Turn, I'd like to shape the land around my mountains, so I request that other dudes don't touch it.))
>>
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>>5261905
Well I got 6 points, that's more than enough to beerify the Yeast tiles.
>Shape the land - 1x5 points - turn the cola seas with Yeast on them into beer seas
>>
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The grizzled Mousefolk raised his bloody fingers to his snout. He sniffed it twice, and then licked it, much to the disgust of his companions.

"... It's old. The beast has passed by."

Looking from one youngling to another, he wiped the blue blood off on his cloak, letting it leave its scent on the crusty fabric. His greying whiskers twitched, and he motioned for them to keep moving. The other Mousefolk whispered among themselves, as they hurried down the mountain path. They each kept their distance from the old man. He was one of the edgiest mice among them, and many were put off by his mannerisms.

Only when they were safely guided down the trail, and were on their way back to the Gear Fields, did he turn to leave. The warrior shouldered his Greatspoon, feeling the heft of the material. Beneath him, his metal foot clanged against the rocks. High above, a one-eyed crow watched as he wandered off the mountain path, into the great gulf that separated it from the icy doom beyond.

===

They found him in a canyon, clutching a grievous wound on his side. He was alive, though he had lost quite a bit of blood, and his tail was missing several inches. The brown-furred youth who first spotted him was quick to assist, lending the fighter a shoulder as they limped up the hill. Concerned faces peeked out from the mountain path, gazing down at the grizzled veteran who just refused to stop running off to fight.

"Steelpaw... You can't keep doing this. Isn't it time to retire? I'm sure you can find a nice house in the woodlands, wouldn't you like some peace for once?"

"... I don't have much longer left. And they're only growing stronger."

His aide turned back for a moment, catching a glimpse of the shelled monstrosity that the other mice were investigating. The fight had been a brutal one, it seems.

He let out a sigh. Steelpaw was quite the anomaly, among the meek mousefolk. They say that he lost two limbs, years ago, by the base of these same mountains. His leg had been gnawed off, and he had lost an arm to frostbite after wearing a metal glove for hours in weather that was below freezing. Now, even in his old age, the man was dedicated to keeping the pass safe. To him, that meant bugging everybody who crossed it. Many had heard of what happened to him in the past, however, and were sympathetic. Once they were back up, Steelpaw shook free of his grip and settled himself on a rock to adjust his bandages. He cleaned his spoon with his cloak, now stained with real blood.

"The one I fought today was different. They've all been different this year. They're changing."

"The... Mountain Monsters?"

"Aye. You lot may not believe me, boy, but somebody needs to cull them. Somebody needs to strike fear into THEM, and do it first. Keeps them from coming out of their cave. Keeps the mountain safe. I don't have much time left, and sooner or later, they'll be the end of me. Somebody needs to carry the torch..."

"... Whatever you say, old man."
>>
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Deep beneath the earth, the Parasites continued to morph. Their bodies shifted and grew, and the swarm gained strength with each new beast they consumed. Perhaps one day they would deign to emerge. But they dared not enrage their host just yet, and so they bid their time.

>2DP to empower the Parasites. The Parasites continue to feed on Fractal's scraps from within, gaining their own strength as they do so. They rapidly evolve and mutate, but are fortunately still confined to his insides.
>>
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My final few actions for turn 30. Not much fluff for this one.

Within his Permafrost, the fragments of ancient meals lie forgotten. Fractal rises to perform one final lap around Apoch, his grand Hunting Ground. As he passes the isle of Hoven, he stares down at its relatively blank surface. Within him, he feels an ancient yearning. The Beast leans over the isle and opens his mouth, allowing a great flood of hail to fall over the land. And then he stalks off.

Once the giant hailstones have melted, the rocks within their cores begin to shake and shudder, pulling themselves together amidst fallen trees. Their memory shall endure into the next age. Anyone could have done it, but he chooses to do it first, as his token of respect to Scaper, even though he doesn't expect the God to care much.

>2 DP, Transplant the Rogg back to Hoven

Up North, he swipes derisively at the Moondust, transforming another portion into a piece of his own.

>1DP, Moondust biome at the blue spot.

And finally, Fractal returns to his mountain to slumber. By the magma flow to the West, his Rol begin developing on their own, and take on new habits. They start daring to wander into the lava, for it can't melt their glassy bodies anew. Some even traverse on the backs of snails, using them as stepping stones to get to new heights. Fractal takes no notice of this.

>3DP. Adapt the Rol to Magma Flow.
>>
>>5261046

Yearn sees a new god creating a new type of life and calls out to the new life yet it does not speak back nor show any intelligent sign of desire.

Yearn seeks out Microbes and offers the god 6 of Yearn s divine power for the exclusive use to enlighten the Yeast species if he so desired.

If Microbes does not wish to enlighten the Yeast, then Yearn would use these 6 divine points else where.
>>
>>5261946
If no one else wants to add six points to enlighten this species, I will take my actions to something else at near the end of the turn
>>
>>5261910
This is adorable. I love the implication that you accidentally took them out of candy-samsara when you "enlightened" them lol. And the mint-cola cannon is genius.
>>
>>5261914
This is awesome! I love the idea of the Greatspoon lol, an echo from that first picnic so long ago.
>>
>>5261954
((Hell yeah. They were arguably far happier before they knew they were suffering at all. I figured I'd cheat a little bit, and that I could get away with pushing them slightly further down the timeline since everything is far easier when you live in a world of candy. I think next age, I'll flesh out their civilization a little more.))
>>
>>5261889
>>5261912
So if you did that the Yeast would die because they aren't adapted for beer seas. So you would need to spend 3dp to adapt them.

But since it is the last turn and I don't really have much else to do. I'll help you out.

>I use 3dp to adapt the Yeast to beer seas
>I then use 3dp to adapt the flamers to obsidian spires, because I feel like that makes sense.
>>
>>5261962
Oh shit, had a different name from a different thread, this is Dryf
>>
> Spend 8 DP to transplant Dryads to the four Arbor Hostels that don't have them.
>>
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> Spend 3DP to Shape the World. Create "Root Bridges" at the starred locations.

Also included the four hostels I wanted to transplant Dryads to.

This has been a lot of fun Scaper! Looking forward to seeing what you've got in store next age, and here's hoping it doesn't destroy your sanity.
>>
>>5261890
Torc unleashes a great and terrible yawn as he expends the last of his might for this age.

Colour and life and land bursts into being in the deep, and Torc lies dormant buried beneath and ocean of stone.

8DP of obsidian in black
8DP of jungle in green
6DP of Gravity Arches in red
2DP of Hive in Blue
>>
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>>5261889
(last turn! how exciting!)

Spurred on by the news of Mousefolk who have found an island on the other side of the tunnels, a Harpy contingent overflies the island of fire to find another land of gears, with their mouse friends waiting for them.
>2DP: Transplant Harpies to blue

The Great Bridge looms over the tiny island, and as with all the other lands the Harpies know, the trains stilll run. Overflying the bridge, the Harpies find yet more thriving lands, and are followed in short succession by the Mice.
>4DP: Harpies and Mousefolk on red
>>
>>5260731
(aaa sorry i forgot to send this yesterday, but don't feel bad about your writing! it's really good, and i love how much effort you put in :>)
>>5261907
(great writing too, Fractal! I love how they're also chasing the Ferris wheel, like the Mousefolk! maybe they'll meet, haha)
>>
>>5261948
I’ll throw in six dp
>>
>>5262154


Adding the six divine points donated by Chitinron to the six stored within Yearn, the foreign divinity and Yearn's own swishes around in Yearn's maw before he raspberries it over the Yeast floating in the aquatic zones of the world. Yearn hopes that this new species will be able to attain wishes unfamiliar to any other creature on Apoch.

After their intellect is bestowed, the smartest of the Yeast rose to the top.

>Enlighten species (Yeast)
>>
(Out of curiosity, anyone made some sort of burrowing worm creatures or manta ray type animals that I missed? Planning on adding a couple more species to the Mirror Steppes to flesh them out some more, but if something similar already exists I might as well make some subspecies instead)
>>
>>5262167
Scaper made "Churms" here:
>>5260193
I know of no manta rays though.
>>
Can you please transform oceans instead fractal as i did not erase your mountains
>>
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>>5261889
A land sinks, a hole rises with its denizens. This close to a dying divinity, a facsimile of their power now imprints itself unto the Atteries. This false presence enables any Attery to temporarily fake a God's power with souls, limited to oneself.

This power is paired with another. The progenitor's prowess in the elemental and magical, is empowered, coming true when their belief demands it. From superstition to folklore, the prowess of the serpentine will always attempt to reinforce any belief, true or false.

>1DP: Shape Dead Land into Hole.
>2DP: Transplant Attery into Hole.
>2DP: Empower the Atteries' soul magic.
>2DP: Empower the Serpent-twisted' beliefs.
>>
>>5262167
>burrowing worm creatures
Look up Churms and Centigrades, both of those could fit that bill.
>manta ray type animals
There's a few possibilities for this.
The scaly Naga and the smaller, slimier Murlocs both have long, serpentine bodies as well as featherless bird wings, which serve as primitive manipulators and fins. You could strip away the intelligence of one of them (and hopefully a few biomes too) and flatten them out, to create something vaguely like a manta ray.
You could do something similar with the Painguins, although they have a lot more bird traits from their Crow ancestors.
>>
>>5262167

I have a subspecies for the mirror steppes but will have to wait for the next age
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>>5262214
(Ah, the Churms will do perfectly. My thanks.)
>>
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>create orz
manifesting from the *below* they reach as *fingers* into our reality a font of beings from beyond.
>ocean
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>>5262312
>>
>>5262312
How big are they
>>
>>5262312
>>5262331
Just making sure, you're using Create Species to make them, right? They're not a Subspecies of anything else?

I just want to make sure you're okay with them never being an intelligent species.
>>
>>5261889

The final sands fell to the bottom of the hourglass. There was no more time before the passage would come. And so, swiftly, Loreleilim with little accuracy swiftly guided the Poconthy far from their homeland and into the wilds of other continents, there were plenty of places uninhabited by intelligent beings, and many that were. Whether they claimed land that was free for them alone or that of others did not concern her. She simply desired that they spread across the world where they could. She wanted to do more, but there was nothing more she could do, least she delay far too long. And once her guidance was done, the hourglass found itself empty. Yet Loreleilim didn't flip it over. She could restart from the beginning. Try and start and do everything all over again. She already had a few times, even if none other than herself knew of it. But this she felt was the best she could do with the time she had. Now it was time for her the part she would likely be fond of the most. That of civilizations and empires. Proper history...

(Spread the Poconthy just about anywhere, ideally one per continent.)
>>
>>5262407
could not think of anything else too do feeling to damn tired and this was the last opportunity anyways probably going to use them as the base for making wildlife and with there nature as inter-dimensional beings with these green creatures being all we see i should have given myself some leeway.
>>5262366
how big do you imagine they are? for the future i am thinking of making ammonia seas
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>visions of the future
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>>5262421
Soccer ball sized
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>>5262187
((Okie. Scaper, I’d like to retract that moondust expansion. I’ll post an altered map in a short while
>>
>>5262740
Use that one for Glacial Floes instead
>>
>>5262412
...actually, that gives me an idea. Scaper, can I undo the previous actions I did this turn? Instead I'd like to:
>3DP to adapt the Poconthy to Gear Fields as well
>2DP: Transplant them to the centre of the Gear Fields (right over the Stairs)
I think the Poconthy are an interesting race, and might be fun to have in the mega-civilisation that I'm planning the gear fields to become
>>
too bad that ur-spathi remenants are not aquatic with the species in mind could have formed a link with the sea
>>
>>5261889
((Oh, little mistake on the sheet. The Moonchildren ought to be level 5, same as the Spathi, not 10. And the conflict is missing from the existing bonds and conflicts list.
>>
>2dp adapt waspfolk to the mountains
>>
>>5262833
My plan for how the waspfolk approach to fighting off the other parasite but it’s gonna be built into the mountain
>>
( Just requesting that no one else touch the remaining Deadlands on the archipelago. Really necessary for my next turn lore :)) )

In the dead of night, the Sheddalin were visited by the stranger once more. Pointing them to the stars, they would be their waystone. Each and every Sheddalin gained the ability to orient themselves relative to the stars and poles instinctually.

The Adjutants had frothed themselves into a further. A new gift, by the Snakeskin Demigod. A divine rage that would overtake them when angered, and give them greater strength

The time was nigh. Drazil's slumbering corpse awoke, sensing the location of the divine thief. On an island of the archipelago. In the dead land, the stranger stood. The island sized mass of Drazil stared him down. No matter how hard he tried, he was incapable of taking action.

Feeling pricks upon his body, Drazil turned. Monstrous serpent-birds and atop them, the Sheddalin, his own creations. A transformed army of his Serpent-twisted at the Beck and call of this usurper. They swarmed his body like ants, ripping into his divine flesh.

The Snakeskin Demigod merely stood, watching, and Drazil was carved piece by piece. It was only just beginning. This island would yet become a tomb. Justice was served for those he had abandoned. A God of Serpents and Magic was being born. An agent of change.

He would be known as Vespis

>Shape the world. Two tiles to "Drazil's corpse"
>Empower Sheddalin with Geoorienting
>Empower Adjutants with Divine Rage
>>
>>5262740
>>5262755
>>5262776
Noted.
>>5262799
Got it, I'll fix that.
>>5262412
How're these locations?
>>5262941
Could you post a picture of the hexes you want to turn into Drazil's Corpse, or give me a hint of them? Otherwise, really interesting development, can't wait to see what you do with it.
>>
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Dryf, god of trade. I seek an accord. As this age reaches an end, there is much I seek to do, yet as the clockworks show, time is running out. In the next age, I wish for us to have a good partnership: one of trade and flourishment, for the materials of the Plentiful Lands can be refined in the crucibles of the Gear Fields, and the denizens of the Gear Fields shall likewise desire the goods from the Plentiful Lands. To this end, I beeseech you this: Help me build a large bridge, one that spans the great ocean and connects the Plentiful Lands to the Fields of Clockwork. For I understand the value of a strong economic machine just as much as I understand the value of gears and springs.
(OOC: Hey Dryf, wanna help me build a bridge next turn? I promise it'll be good for trade)

(....Unless the special turn rules forbid building over ocean, in which case, ah well)
>>
>>5263008

Gotta get out of bed, am sick. It's the two tiles to the left of the swamp on the left isle, at the bottom. Will mark if that doesent work.
>>
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>Shape world: create Wind Farms at the marked hexes

This is to power the Gear Fields with wind from the coastal peninsula - I am a god of wind, after all. It feels appropriate. :P

The last space empty in the middle irks me though -_-
>>
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>>5263074
Oh goodness gracious I forgot to upload the picture.
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>>5263074
nice, i'll fill in the last hex next turn with wind farms then, thanks vellyn!
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>>5261889
And now the Poconthy arrive, fit to spread absolutely everywhere. I suppose they seem innocent enough, though again, their power seems rather high for something that is supposed to be flighty and small. As long as nothing great changes about them, I can leave them mostly alone. But they will need to learn the cost of absurdity on this continent. They will be faced with the cold hard reality that even if you can live somewhere, it doesn't mean you can thrive there, especially with so many others competing for limited resources. They will be able to survive and grow, but this new land will prove to temper their movements and expectations.

For my next move, it is one of my less proud creations, but I feel it is necessary. The natural consequence of the Pirouette experiencing cold harsh reality on the continent, they grow to adapt to it. Their hearts grow colder, though with their original carnival grounds outlook, perhaps this is closer to how most "ordinary" creatures are. They no longer twirl around, but these dancing traditions evolved to include more variety, and indeed they do other things for entertainment in the time they have not spent on keeping themselves alive, and thus it is no longer appropriate to call them mere "Pirouettes", or even "dancers". No, these people have evolved. They do what is necessary to better themselves and their tribes, even if it isn't fun to do so. And as loathe as I am to be the one to introduce these ubiquitous creatures to the world, this course seemed best. In time, these better adapted tribes of the Pirouette will overtake those remnants that cling to their old ways, but for now, they live in harmony.

>Enfeeble Poconthy twice with slowed movements on the frozen terrain and an introduction to cold reality (4)
>Create Subspecies of Pirouette: Humans - Adapted to: Boreal Forest, Plains, Woodlands, Ice Flats - Starting at red X (3)
>Empower Humans twice with determination and adaptation in culture and outlook(4)
>>
>>5263111
((
>Humans evolved from clowns
>Earliest human ancestor is a ball with teeth

Well, this is interesting.
>>
>>5263111

Kek
>>
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>>5263014
I would be glad to help you with this. But I have already given some of my points away to help out the young Gib. I would feel bad If I took those back now. But I can stop my plans for adapting the flamers.

>If Scaper will allow it, I would like to take back my 3dp for adapting the flamers and instead use that dp to create 3 great bridge tiles on the three black Bs
>>
>>5262755
>>5263008

>>5263139
((Very very sorry to request a change a SECOND time, Scaper. But I recall a mention back then that we could only build on Deadlands next turn, so I want to help out with this project since it needs exactly one more tile. And there may not be any more DP floating around, since most people have acted.

Could I change my tile to building the last bit of the bridge, instead of the Glacial Floes?

Lore-wise, Fractal has no part of it, I’d just like to help out.))
>>
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>>5263076
I still have one god point left so I will help
>shape the world - 1 point - turn this Dead Land tile into a Wind Farm tile
>>
(If you've got other bridges you'd like to build Endestria I could request to revoke my own bridge building and hand off three dp to the cause)
>>
>>5263111
That’s gonna be fun when the wasp folk meet them
>>
>>5263014
I got like 1 point of dp left here
>>
>>5263167
Oh, thank you, Microbes! Much appreciated, and I promise to help you and the Yeast in the next age should you come to need it.
>>5263243
If you want to help, I would be grateful! Alternatively, I'd suggest using it to expand the underground Hive, before underground expansion gets locked next turn.
>>
>expand underground hive 1dp
>>
>>5263310
Would you like to indicate which hex you are turning into Hivelands, or is this entirely in my hands?
>>5263144
>>5263139
Alright. I admit that it's a little difficult to keep track of all of the take-backs so I'd appreciate it if they're kept to a minimum, but I'll keep all of this in mind.
>>
>>5263428
>>
>>5261889
All of his peoples readied and enlightened for the coming age, Insoleo decided to make the playing field a bit more interesting. The Vintri and Hyalax were fine enough, but a bit more variety would hardly hurt the Glass Steppes. To that end, he began creating. The Vintri and Hyalax dominated the land, so he would create entities capable of coexisting with them in different parts of the environment. He began underground. The Churms of Scaper were a fine start, as one would expect of a god of creation, but Insoleo knew he would need to perfect their design, if they were to be capable of surviving on his steppes.

He began by reforming their bodies, retaining the ropey, stream-lined shape but changing the composition into glass and crystal. While their ability to both burrow and feed appealed to him, their current mouthparts would be woefully inadequate to tunnel through the hardened, splintering glass. The solution was surprisingly simple, and found with his Leolor. If their heat could melt the gold of the home he’d created for them, he was sure that they could soften the glass enough for his new creations to consume and burrow their way across the steppes in equal measure. And so, he incorporated one more adaptation, trading away a more traditional mouth for a rotating set of glass mandibles, glowing with white-hot heat, capable of melting and then grinding away at any glass set in front of them before assimilating it into their bodies, or expelling any of the less savory particulates behind them. As he let them loose on the steppes, listening with satisfaction to the strange mix of sounds generated by the sizzling heat and humming of their rotating maws, he decided to move on to a species capable of conquering the air.

>Insoleo spends 3 DP to branch a Subspecies off from the Churm, the Remorglaz, glass eaters who tunnel through the Mirror Steppes with their superheated, rotating maws, growing ever larger in size. He spawns them on the orange X.
>>
>>5263544
Where the Churm had served as a fine template on which to create his own design, in this case he suspected he would need to create something more fitting to his own specifications. And for flight through the air, he was rather certain his current repertoire of materials would not suffice. To that end he ascended, seeking something more…airy. As he passed through a particularly fluffy cloud he paused, considering the condensed vapour surrounding him. While it was a little too dispersed at the moment, perhaps with a bit more condensing…

He began to collect the cloudstuff around himself, condensing it into a rather unique shape. Flat and oblong, with a slight curve, he found the simple but appealing shape pleasing as he stepped back to admire it. Still, it lacked a bit of his personal aesthetic…ah! Where he had drawn some inspiration from the Leolor for his last creation, for this one he made use of the Intrum. While these lacked the crystalline bodies and intellect, the condensed water vapour of their bodies, if angled just so…

Insoleo smiled with satisfaction as a sunbeam splintered off into a rainbow when it passed through the ray’s body, showering the Vintri below with a different, but no less nourishing sort of light. Much as he liked the clear light that made up most of the steppes, a splash of colour here and there wouldn’t do any harm.

>Insoleo spends 6 DP to create the Rainrays, manta-like creatures made of cloudstuff who are content to drift among the clouds, showering those below in colourful, refracted light. He spawns them on the blue X.
>>
>>5263546
(Wait, I'm dumb, changing the name from Rainrays to Raybows if you don't mind)
>>
>>5263544
>>5263546
>>5263548
Neat. Remorglaz and Raybows, got it. That leaves you with 8 Divine Power.
A lot of your creations - the Intrum, Leolor, Solarions and now Raybows - are all Level 1. Might I suggest using spending some of that Divine Power on Empower Species? Particularly on the intelligent species. It might help prevent someone from stomping all over your creations.
>>
I would be a deceiver if I said that this once-dead world is not brimming with life. In most corners of Apoch, at least some sort of fascinating creature can be found – yet not in every corner. There are still a few instances of sterile wasteland that need to be transformed into something new, into something wonderful.

Before we take care of that however, I believe I shall do a little bit of tidying up. I shall expand the great cola sea in a fashion that pleases me and does not infringe on the territory of any god. In addition to this, I shall ensure that most land masses are surrounded by relatively shallow coastal seas. I believe that this is vital to the development of civilisation.

Finally, I shall spread a little more of that wintery tundra around the northernmost fungal forests. I have plans for that location.

>I shall spend all 14 of my Divine Power on fourteen uses of Shape the World, to create more Coastal Cola and Deep Cola, as well as to create some Coastal Water where there was Ocean neighbouring landmasses, and also a few hexes of Tundra.
>I won't post an image of my changes. Instead, I'll just include them in the update.
>>
Turn 30 of the Age of Land and Beasts has been extended.

The attached surface map contains all of the updates made during the previous turn.

Unlike previous turns, I haven't simulated the spread of species just yet. I will save that until the map is complete and no Dead Land remains.

This is how this turn is going to work:

>Every god has 6 Divine Power. It doesn't matter how much you had or how much you spent during the previous turn – you have 6 Divine Power.
>The only available ability is Shape the World and you can only use this ability to turn Dead Land, Coastal Water, Ocean or Solid Rock into another biome.
>As the focus is filling Dead Land with new biomes, you may only turn a hex of Coastal Water, Ocean or Solid Rock into another biome if you have already turned at least two hexes of Dead Land into another biome.
>For example, if you have turned four hexes of Dead Land into another biome, you may turn up to two hexes of Coastal Water, Ocean or Solid Rock into another biome.
>I will try to post updated versions of the map as often as possible, so people don't get mixed up and end up targeting the same patches of Dead Land.
>If this twenty-four hour extension isn't enough to remove all of the Dead Land from the surface, then we will have another extension and I will be a little annoyed.
>Once the last patches of Dead Land have been filled out, I will see about posting the finished map of the Age of Land and Beasts as soon as possible. It might take a day or two, considering how much species spread I will need to simulate. After that, the at-least-a-week-long break before the next Age will begin.

I feel no need to act last, so I'll make the first move this time.

In an effort to annihilate the last of the sterile wastes, I shall expand the northernmost mushroom forest, though this leaves me with a morsel of power to spare. I shall use this to transform a small island into arctic tundra, as frigid as Frosore.

>I don't really need to say that I'm spending all 6 Divine Power on six uses of Shape the World, do I?
>>
The attached underworld map contains all of the updates made during the previous turn.

And as always, please point out any errors I've made.
>>
>>5263691

As he slumbers, the land around him begins dropping in temperature. Water turns to ice, and his tail swishes across the Deadlands, leaving a veneer of frost across them.

The Hoarfrost Deadlands, once used as a mere weapon against the Spathi, is brought to the surface as well. It’s a middle ground between the Ice Flats and Moondust, where it at least has air, but is too hostile for any sort of plant or producer to survive. It ends up becoming a sort of storage ground for Fractal’s creations, only hosting monsters that don’t need to eat, or creatures whose metabolism are low enough to survive wandering into the cold for periods.

((Hoarfrost Deadlands on light blue, Glacial Floes on blue please. Could I request that someone help me fill out the other few specks of Deadland in the vicinity with Ice Flats?
>>
>>5263691
Hey I’ve been wondering why the wasp-folk haven’t been able to expand outwards from the tunnel on the surface I was hoping that they would a few turns ago? Would I have to transplant them to the surface even there’s a pathway to it and the moucefolk would probably be inclined to allow for such a thing.
>>
Other than that question I’m willing to give the 6dp to someone, i already have plans for later, but it involves the waspfolk building the equivalent of the greatwall/ helmsdeep later down the line due to the rumors a specific mouse folk has been talking about
>>
>>5263707
I'll do that. Hopefully I don't have to point out where I'm moving on the map lol: 5 DP to fill the other Deadlands that Fractal didn't get in that image with Ice Flats, as he requested.
>>
>>5263790
Thank you!))
>>
Oh, and with my last DP, make the gold hex another Plentiful Hills.
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>>5263803
Sigh. I always forget to attach the picture.
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>>5263694
so we can still transform underground tiles? i thought that was not allowed
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>>5263691
>The orange Es into exposed sea beds, the black Gs into obsidian gardens, and the green W into woodland

>>5263818
Yeah but you have to convert two deadland tiles for every one underground or water tile you wanna convert.
And we're running out of stock soon so come and terraform some dead lands while supplies last!
>>
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>>5263691
Even Gods must die but it shouldn't happen like this. Massive towers rise from centers of the deadlands. Venom deadlier then any other pours out the top of the towers flooding the lands below. Any who brave the toxic waters will find the story of Drazil's time in Apoch split into three parts and carved into the towers. His begining carved in the tower closest to his corpse and his end carved into the second farthest tower. Nothing is carved on the farthest tower.
>Spend 4 dp to shape the world into new biome Fangs of Drazil.
>>
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>>5263694
The soul have is just barely shorter then my realm and that bothers me.
>Spend 2 dp to make more soul haven
>>
>>5263691
Ah, I remember painting the landscape. It wasn't but a few thousand years ago since I last did, wasn't it? Dealing with the fauna really makes time slow down.

>Use Shape the World to transform the five hexes marked with a dash into Tundra, and the one with a circle into Ice Flats
>>
>>5263691
>Corpse of Drazil on remaining islands and one coastal tile

Out now, short post.
>>
>>5263898
Well good thing I forgot to post the picture, because I didn't realize that the one who posted about the fangs of Drazil wasn't in fact Drazil, so I was about to shape lands on his continent.
>>
>>5263769
In the rules of >>5253831, it does state that a species will only spread "within five hexes of its original hex," whenever you use Create Species, Create Subspecies or Transplant Species.
I go by adjacent hexes when doing this and I count spreading from an underworld hex to a surface hex as spreading to an adjacent hex.
Allow me to illustrate with this image.
>>
>>5263907

The collapsed corpse of Drazil fell to the earth beneath, his creations carving from his flesh in a bitter act of revenge for their god's malfeasance.

Vespis and his Adjutants swept the Sheddalin and Akua Baba away, to their homelands. Their usage was fulfilled, and they were set free. Now, Vespis turned his ire towards the serpent-twisted. They would be the next to fall.

All the while, the Once-Dead Serpent Cackled. Change. Revolution. Like a wheel it spun. A serpent god died, a new one was born. And so it would be again, in the future, that Vespis would be deposed, and replaced with another. The cycle began anew. All was, as Drazil planned
>>
>>5263934
Aw that makes more sense
>>
>>5263939
Chinitron, if you don't mind, I'd like to include the waspfolk in the civilisation I'm planning to build on the Gear Fields, so that should allow them to spread out further, I think. If not, I don't mind helping you transplant them up, since you offered to help me last turn.

>>5263139
(oh and somehow i missed this yesterday oops)
Thank you for your help, Dryf. May we continue to see a fruitful partnership going into the next age, and may the seeds of trade prosper.
>>
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>>5263175
Thank you for the offer, Belphagor! I don't think it will be needed, for most of the bridges I intended to build have been built.

With the bridge finished, all that remains is to connect it to the heartlands of the Gear Fields. Connecting the railways, pipeways and passageways of the Bridge to ground level, a long passageway sprung up: A continuation of the bridge, that would ensure the continued movement of goods through and across the bridge made its way into the Fields of Gears.

>5DP: Great Railway on all 5 marked hexes

(I've still got 1DP, so if anyone needs it I don't mind contributing.)
>>
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tattered land
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>>5263957
whoopss seems i missclicked while i was lagging ignore the one on the sunny place
the purple is tattered land and black is just tiles alrady used
>>
>>5263818
You can read the rules for this turn in >>5263691, the post above the post that you replied to.
>>5263790
>I'll do that. Hopefully I don't have to point out where I'm moving on the map lol
That's fine, I can figure it out.
>>5263867
Don't have the time to put together a new icon right now, so I filled in those with lime green. One of your hexes has already been covered by Vellyn, but I won't count that against your underground ones.
>>5263947
Likewise, I'll represent your Great Railway with grey hexes until I have the time to make some appropriate.
>>5263898
>>5263913
If I can make a suggestion, there's suitable patches for Tundra or Boreal Forest over on the northwestern continent - if you can stomach the weirdness there.

Twenty hexes left to cover. Here's a map with everyone's changes. I honestly do not mind if your changes are not in-character, because I'd like to get everything filled out as soon as possible.
>>
>>5263790

>>5263957
The bit by my mountains is already converted thanks to Vellyn. I listened to your request and stopped eating into your moondust last turn, don’t try and repay that by messing with my mountains.))
>>
>>5263943
My children are friends with your children I don’t see why such a thing wouldn’t be a perfect idea they are very social
>>
>>5263957
Not allowing this change, sorry.

Please come up with a more fitting addition than the equivalent of flicking paint at a canvas and splattering Tattered Land across the entire map in places where it doesn't fit, especially with no story or lore of any sort to back it up.
>>
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Green -> Cuckoo Clock Forest
Grey -> Gearland
Black -> Obsidian Garden
Red -> Volcanoe
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>>5263971
All good except for the Volcano, that hex was already been taken care of by Dryf in >>5263863.
Might I suggest filling out this final hex with Woodland instead?
>>
>>5263962
Sure thing! Thanks, Chinitron!

>>5263971
Thanks, Belphagor! By the way, do you mind too much if I make an underground entrance on one of your Arbor Hostels? I just thought of the idea of making an Arbor Root biome
>>
>>5263975
Be warned they don’t own a hive mind, they experience emotions such as empathy, and are fiercely loyal beings
>>
Whoops, looks like my volcano's spot is already taken. Just toss it on the north-east most hex of the lava flow island.
>>
Arbor roots sound awesome and are thing I wanted to do but just never had the time.

That forest hex is fine too scaper.
>>
>>5263980
I'll go with that then. Due to a lack of time right now, I didn't fill out the icons in your update.

That's fourteen hexes left. I'll be back in around six hours.
>>
>>5263961
ah was going to turn it into tattered land as a seed for any of vellyns beasts too move into your stomach
>>
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>>5263971
yo belphagor
dryf is already using the red vulcano area
and i am using the middle black one..
>>
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>>5263691
>2 Blue squares to coastal beachlines
>2 Grey triangles to mountains
>1 Orange circle to plentiful hills
>1 Black circle to Hole to eat another tile of Serpent-twisteds
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>>5263981
Right, let's go, then.
>1DP: Arbor Roots biome beneath the marked Arbor Hostel, with a passage connecting it to the surface Arbor Hostel

>>5264010
Ur, your tattered land changes got rejected (see >>5263964 )
>>
>>5264102
Won't you need another DP to re-Shape the World for the surface entrance?
>>
>>5264102
feels like i have brain rot must been awake too long at the wrong time... damn did i then waste 6 points
>>
if the central mass was the torso i was sort of adding limbs too it imagine like a fucking giant arm stretching towards the mountains a shoulder emerging from the ground among the flower and a knee/crotch/hand emerged from the ground revealed like the bones of a titan regrowing flesh around bones so ancient they all but rock of the world blended seamless with the surroundings until it animates reaching up from the grave
>>
>>5264139
.....Actually I'm not sure, Scaper, can I check if it's possible to just add a passageway between two points like that? If not, I'll find something else to do with the 1DP

>>5264162
You can probably use the 6 points to do something else, like focus all your tattered lands on one cluster (rather than spamming them across all of Apoch)
>>
>>5264166
>>5264139
>>5264102
I'm going to add the underworld hex for you, but you can't make an underworld route for just 1 Divine Power. You'd need to alter the surface biome and the underworld biome, hence the cost of 2 Divine Power.
But anyway, I will add the Arbor Root biome for you.
>>5264162
No, you didn't waste any. You can make another suggestion, just be more sensible and less disruptive about it. Have some consideration for the surrounding environments and the people who made them.

Here's the latest update. Nine hexes remain open.
>>
>>5263691


Yearn, seeing the completion of the north western continent at hand, promenades to the south western portion of the land mass. He scraps his hands in the ocean pulling much sealife and dirt up onto these dead lands. He continues this ergonomic motion until these lands mirror the appearance of the previously sculpted coastal beachline

>6 dp shape world into coastal beachline
>>
>>5264179


Edit
>>
>>5264179
>>5264183
That leaves three hexes.
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>>5264186
i would like to turn all of them into obsidian spires to frame the continent and makes sense with the obsidian gardens directly next to them also forming a nice natural barrier between them and the road on that side making more sense for why its around the continent
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>>5264191
That's great.

With that, there's no Dead Land left and the Age of Land and Beasts has come to an end. I'll start work on the species spread for the final version of the maps in a little bit but first, I'd like to solicit some feedback in an upcoming post.
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>>5264200
((We did it!!!!! Fucking hell, it's been a fun month, fellas.))
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>>5264200
Can we use the remainder of points?
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>>5264201

(Very epic.)
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>>5264178
Oh darn, I see how it is. Never mind that then, but on a future turn will it be possible to add the connection for just the cost of altering the surface hex? Or will I have to alter 2 hexes again to make the connection?
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>>5264242
((I think how I remember it being explained originally is that 'Woodland' and 'Woodland Entrance' are technically considered different types of tiles. Just that the staircase is a subtype that's layered over a biome. So it'd be twice the cost to do both the surface and underworld route, if I'm not wrong?

One other example of that was when Scaper changed a Swamp staircase into a Crystal staircase for only 1. Since the underground counterpart was already a staircase, it just cost 1 to swap biome types.

>>5258770
Which would be 6 total in the next age))
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>>5263568
Had a 12 hour shift to get to right after I posted, so didn't see this unfortunately. I'll lay some blessings on them in the next Age I suppose.
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>>5264201
Awesome! I am amazed at how this turned out so far. Already much weirder than I expected, but guaranteed to be an *interesting* world to play in further. <3
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So, I would just like to say that this was an incredible success. With over ten players regularly contributing every day for the vast majority of the quest, I am extremely pleased with the popularity of this quest and I am proud that so many people enjoyed it.

However, there have been a significant number of flaws, which I can probably separate into two different groups – behavioural and mechanical.

I'll start with the behavioural issues. This is mostly tied to how people have played the game and how I could manage that a little better in the future:
>A lack of cohesive theme. Some players seem to be uncomfortable with how weird some parts of the world are and how mundane some other parts are. This is entirely on me, as I should have probably established a stronger theme at the start.
>A focus on species rather than land. Three or four players did a lot of heavy lifting with terraforming the world, while a lot of other players were more interested in populating what little land existed instead of expanding it. Is this actually a problem and is there anything I could do to change that?
>An aversion to conflict. Outside of one or two people who caused trouble for no real reason, most players seemed pretty averse to any sort of friction with others. Maybe I could get around this by making conflict more rewarding, as there's currently nothing gained from starting one.
>A focus on high levels. Lots of players seem to view the maximum Level as a baseline rather than the apex. I'm not quite sure how I should fix this but it does present a bit of a problem and make the conflict system rather awkward.
>A fixation with a narrow theme. Some players assigned themselves a very specific theme, that tied them to a single species or biome. After dumping all of their points into this aspect of their character, they seemed to burn out and lose interest. I'm not sure how I could stop this in the future.
>A focus on civilised creatures. I expected that players might have more fun creating all sorts of creatures but by Turn 10, players were already more interested in potential civilisations, which is meant to be the focus of the next Age. Maybe I should have incorporated some civilisation elements into the first Age.
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I'll move on to mechanical issues, which is generally issues with how I have run the game and issues with the rules, above all else.
>The conflict system seems to frustrate some players as it rewards whoever invests the most points into it or whoever has friends willing to back them up. This was by design, but I am starting to wonder if I should incorporate dice and random elements.
>There absolutely should be a better way of depicting the species that inhabit a single hex. I'll try to come up with a better system in the next week.
>There absolutely should be a maximum limit on the number of species that can inhabit a single hex, to avoid ridiculous overcrowding. Too late for that for Apoch though.
>There absolutely should be a maximum limit on the number of favoured biomes that a species can have, to avoid it spreading absolutely everywhere. Too late for that for Apoch though.
>Empower Species was too cheap as Levels shot up far too quickly. I should have set the cost to 3 Divine Power and added a limit to the amount of times a player could use it on a single species per turn.
>Subspecies are currently too strong and should probably be made with half of the Level of the base species, instead of the same Level. I'll be fixing this for the next Age but too little, too late.
>Adapt Species was too expensive and should have been 2 Divine Power instead. I was worried about over-adapted species spreading everywhere, but a biome limit would solve that.
>Catastrophe was woefully under-used. Is this due to its cost or due to the general aversion to conflict that I mentioned in the behavioural issues section? I'm not entirely sure how I would go about fixing this.
>Create Species was far too weak as the game progressed. Spending 6 Divine Power to create a Level 1 species with a single favoured biome felt awful, when the world was full of Level 10 Creatures with at least three favoured biomes. Not sure how this could be fixed.
>General clarity of rules. There were lots of misunderstandings with people making assumptions about the rules or not seeming to understand what I had written. I'll need to consider how to write this stuff is a way that is more easily understood.

There's a bunch of other issues and I'm sure some of you guys could point them out in my stead. Running this game was still extremely enjoyable and I don't regret it for a moment and I'm proud of how well it did, but I want to acknowledge the mistakes I made and the problems that exist so that I can improve on them. So, please point out any flaws that you noticed and how you think I could improve on them.
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>>5264361
As an aspiring game designer myself, I hope you don't mind if I individually respond to each of your points here.

>A lack of cohesive theme.
I'm actually kind of in both camps - pro-weirdness and anti-weirdness. I added to the weirdness, but I ended up realizing later on that I was uncomfortable with how things were going. I decided to keep the Tattered Land because it's cool and I knew how to make it fit with themes that emerged from other players' actions, such as the theme of gigantic god-beasts that are living terrain - but it definitely feels like players mostly created their own little world without heavily interacting with one another, and that may be the main reason for the lack of cohesiveness. As I mentioned there, themes *emerged* from gameplay here and there, but with little reason to interact directly, they weren't able to coalesce into a general tendency of the world.

>A focus on species rather than land.
In general, people playing games like this are interested in building stories, not just worlds. And stories require characters, which means sentient beings, and ideally sophont ones - as you noticed later. Land by itself is just a canvas - without being able to see beautiful vistas in front of us (which would make them more compelling), the land is too abstract to emotionally invest in - whereas *creatures* grasp the heart.

>An aversion to conflict.
I agree that there's simply no good reason to have conflict here, as there are no scarce resources, other than perhaps land, which is not scarce enough to fight over as it can be painted over arbitrarily. Similarly, each player was guaranteed 6 DP every turn, so in a sense you created a socialist utopia among the gods!
If you were to add some kind of scarce resource that gods need in order to do certain desirable actions and which can be stolen from other gods using creatures in conflict as a proxy, I think you would see a lot more interesting action.
Case in point: to Effie, the sanctity of her volcanoes and races was very important, so she reacted strongly against Drazil's intrusions. This was an artificial, worldbuilding / roleplaying decision on her part, but if, for instance, a god's power was proportional to the number of hexes occupied solely with creatures they created or willingly allied with, that conflict would have been *forced* by the game's systems.

>A focus on high levels.
Honestly, the conflict system is completely broken and ineffective. Levels are meaningless numbers with no root in any scarce resources, such as I mentioned before. If the level of a species instead were determined by the number of spaces it occupied, or even the number of spaces *of some specific type* that it occupied - something not almost entirely within the control of a single god - that would improve the system a lot. Even that is too simple in my opinion, but if you give me the opportunity I'll try to simulate individual battles, so my opinion should come with a grain of salt :P
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>>5264361
Yeah, definitely agree with plenty of these. Apoch was wonderful, and I had an absolutely great time. Been grabbing my attention constantly for the past month, and I loved seeing how everything turned out. Gonna list out my thoughts on the points that stand out.

>A focus on species rather than land... heavy lifting... Is this actually a problem and is there anything I could do to change that?
>A fixation with a narrow theme... tied them to a single species or biome... seemed to burn out and lose interest.

I don't think the first part is really a problem. I did like that it was a huge player freedom thing, and some people clearly had more interest doing one thing than another. For example, we can immediately recognise that Frosore, Loreleilim and Torc have done amazing work in making a whole continent/underground, and in future ages, their contributions are canonized in the world's lore. I think even in future games, it'll reach a natural equilibrium. Someone HAS to start making land, and when they see a huge swathe of ugly Dead Land, somebody will eventually step up.

And as for running low on Inspiration, maybe you could allow for people to play as multiple types of gods, as long as they still have their own pool of Divine power? Other than that, I think it's mostly in the hands of the player to manage their own interest, or ask around for suggestions. Vellyn, Buufhonk, and Drazil had a duality thing going on, which allowed them to pursue conflicting goals. I think if someone grows tired of their God, and wants to have them retire from Apoch, it might help preserve interest to let them make a new one. As long as they don't just swap every single turn make an entire pantheon single-handedly.

>An aversion to conflict... making conflict more rewarding, as there's currently nothing gained from starting one.
>The conflict system... starting to wonder if I should incorporate dice and random elements.

I think it's that conflict is kinda useless in the long run, as it accomplishes nothing. It becomes a rat race of eradication and empowerment. And even if you can eradicate something, it takes a simple 2DP to put them somewhere else. Wiping out someone's species in retaliation is impossible. This makes it so that Conflict is only good for Storytelling, and most people have no real need to tell such a story. I only did it with the Thundertusks and Yetun to make a sort of Norseman Vs Ice Giant mythology, and I thought the Goblin pureblood war was interesting for a bit, until it got repetitive. The rest of the conflicts... Well, Ur was just being a fucking dipshit for no reason because he's like this in every game I've played with him.

I think adding dice into it might make it too much of a competitive thing though, rather than a collaborative world building. Mechanizing it may take away from the focus of the game and turn it into a Civ Wargame. I don't really have any suggestion or solution in my mind.
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>>5264364
>Catastrophe was woefully under-used. Is this due to its cost or due to the general aversion to conflict that I mentioned in the behavioural issues section? I'm not entirely sure how I would go about fixing this.

Catastrophe is shit, honestly. It's pretty useless, and like you mentioned, super niche. Drazil only got some use out of it because nobody terraformed the dead land around that single wood tile first. 3 cost to affect a single tile is way too high. Might I suggest turning it into a radius instead? And limit the amount you can pump out in a turn? If it was a little circular mass of 7 tiles (total), it would be a proper catastrophe that wipes things out.

By the current rules, Shape Land is the same as a catastrophe, but thrice as good. Just make an aquatic biome on a terrestrial species, and vice versa, to perform the equivalent of a catastrophe. They can't adapt to that, so they die.

>Create Species was far too weak as the game progressed. Spending 6 Divine Power to create a Level 1 species with a single favoured biome felt awful, when the world was full of Level 10 Creatures with at least three favoured biomes. Not sure how this could be fixed.
Maybe uh... Create Species gets a discount on starting empowers, with a limit? Or if a god has multiple species that THEY'VE already created, they may choose half their level to put on a starting species.

>Adapt Species was too expensive and should have been 2 Divine Power instead. I was worried about over-adapted species spreading everywhere, but a biome limit would solve that.
I think 3 is perfect, even with a 5 max cap, but that's just my opinion.
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>>5264364
>A fixation with a narrow theme.
It's perfectly reasonable to expect a god to want to be god *of* something, but indeed that can be limiting. In my own case, making Vellyn merely a powerful spirit of uncertain origin enabled me to just... do stuff without worrying about fitting to anything other than a very vague theme of gentleness and wind. To a great extent this is just a problem with the creativity of individual players, and I'm not sure if you could do anything about it besides specifically ask people to take on spheres that seem filled with potential.

>A focus on civilised creatures.
As I mentioned before, the major fun of games like this for a lot of people is telling stories, and that requires civilized or at least sophont tribal-level creatures. Making subsophont organisms interesting would require incorporating evogame elements, which I for one think would be fantastic: only a few species created at the very beginning, and all subsequent species must be small modifications of them that could feasibly have evolved naturally, with transplantation being forbidden - rather, organisms may mutate into subspecies as they spread across the hexes.
Replace the conflict and bond system with a more nuanced system enabling predation and other asymmetric ecological relationships, and replace levels with something more about specialization (where you spend 1 DP to take away one point of capacity in one area and move it to another area, specializing an organism for a particular niche), and all sorts of interesting things could be done here. But that would have to be the *primary focus* of the whole game, and likely would not lead to civilization at all.

>The conflict system rewards whoever invests the most points into it
Dice and random elements would absolutely be an improvement. It would add some excitement and make the playing field more fair. I would suggest something like, the win probability is proportional to the difference between the levels but is never guaranteed. Not sure, I'd have to think about exactly how to incorporate it.

>better way of depicting the species that inhabit a single hex
I would suggest a system where alongside the maps you include google docs or even (if you're willing to put in the effort to make a nice database) a Notion or Coda doc, with a table linking individual hexes to columns representing biome, species living there, and other important stats. Label the maps with letters and numbers like a chess board and use the table to look up individual hexes, and get rid of the colors entirely. This isn't really good for seeing what's going on "at a glance", but short of making a custom computer program I doubt you can do much better.

>Limit on the number of species that can inhabit a single hex
My speculative evolution loving brain says that the realistic number would be tens of thousands :P but for the purposes of the game, probably five is a good number. Which I totally shot past in the Tattered Lands!
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>>5264364
>Empower Species was too cheap as Levels shot up far too quickly.
I agree with your opinions here but as I mentioned before I think levels are too vague and linear to be of much use anyway. I'd prefer a system of specializations, where conflicts are based on comparing one skill of one species against another skill of the other, possibly with a die roll added. There still should be a limit on the number of specialization actions you can perform per turn, though.

>Subspecies are currently too strong
Indeed. Lots of Crow descendants walking around for this reason - though, that is very evolutionarily realistic! A successful clade would have many descendent taxa, after all. But as you say, for the purposes of the game, it's not good.

>Adapt Species was too expensive
I agree with all your opinions here and think your suggested solution is correct.

>Catastrophe was woefully under-used
As you say, there's simply no motivation for conflict. Why make a catastrophe? What's the point? It has absolutely no reason to exist as an ability. Honestly I think it would make more sense as a random event than a god-caused one, if it even exists at all - and I wouldn't include it in the first place. I don't see the point.

>Create Species was far too weak as the game progressed.
Indeed. This makes sense in terms of evolution, and in fact if it were my game I would take Create Species out altogether and make everything as evolutions of a few starting organisms - but with a level system like this game has, it's just sensible to do what we did. If starting level and starting biome number of a newly generated species were randomly selected with dice, that might help, and there definitely needs to be a biome limit, but ultimately I just don't care much for the idea of Create Species to begin with. Plus, having an evolutionary focus would definitely result in a cohesive theme, as all the organisms are related and have a huge evolutionary backstory linking them into a world that, ideally, makes sense as a whole.

>General clarity of rules.
This I can't help with, as I always found the rules quite easy to grasp!
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>>5264361
>A focus on civilised creatures. I expected that players might have more fun creating all sorts of creatures but by Turn 10, players were already more interested in potential civilisations, which is meant to be the focus of the next Age. Maybe I should have incorporated some civilisation elements into the first Age.

Mhm, I think it's a natural thing. The first age goes on for a month, after all. There's a lot of time for people to grow impatient and want their creatures to start developing civilization, especially if they came by early. And it probably would get very difficult to constantly play referee and have to veto developments if they get too advanced. Might be good to have some kind of minor support for it in the first age.

>A focus on high levels. Lots of players seem to view the maximum Level as a baseline rather than the apex. I'm not quite sure how I should fix this but it does present a bit of a problem and make the conflict system rather awkward.

Yeah, people get attached to their creatures. The problem with a level 1 creature is that it's not SAFE. Creatures that are stronger can easily wipe out a newly formed species with a conflict, so it turns into a sort of silent arms race where people's creatures are made stronger and stronger as insurance. Also, it's very unsatisfying to make a giant firebreathing dragon and have it be level 1, so the numbers tend to go up as things go by. I have no suggestions for this, kinda stumps me too.

Couple more comments on the conflict thing. It's a bit annoying that it's far more expensive to end a conflict, than it is to start it. I do like that it costs extra to break a bond, on the other hand. But with how it is, it's very easy for someone who has no attachment or connection to the world to start blasting everyone else's creations with blights and conflicts, forcing them to have to spend extra to pick up the pieces and lose out on being able to create things. I didn't like playing janitor. That part was annoying as fuck, and I honestly got kinda tilted that in the end, there were no consequences that players could impose on someone who does things like that. Without calling for everyone to donate little bits of power, people who get their things messed with would have to spend huge amounts of points to fix it all on their own. (Did let me write some stuff I enjoyed though, making a giant moon and torturing a bunch of starspawn was pretty fun)

Last thing for now is that I think people should have just a liiitle bit more control over creations they've made. I like that you can use other people's things as a base for subspecies, and that people can take parts of each other's creations. But I feel like there should be some kind of special connection between a god and their creations, that gives them a bit more direct influence.
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>>5264412
>>5264418
Very good points. I second all of this. Actually the duality thing gives me an idea - one could conceivably make a rule that, instead of switching gods, each god has to have two semi-incompatible aspects to balance - not as a systemic rule but just a matter of RP that's expected of you. That would possibly be enough by itself. Could also be very limiting, though.
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>>5264361
>>5264364

>A focus on species rather than land.
It might not be a problem, but there are a couple potential solutions. You can have a dedicated age / mini-age where Shape the Land is the only action just to get things started. You can also limit the amount of players or land available, though I'm less sure about this one.

>An aversion to conflict.
First of all, making a conflict when levels weren't vastly in one side's favor is almost entirely pointless, and when the only outcomes are "nothing happens" and "total genocide", it isn't very interesting. Second, even if you manage to wipe out a species, it can be transplanted back immediately. Also, many people don't want to be seen as disruptive. This is also exacerbated by the leveling issue you brought up that encourages players to sprint to level 10. If this wasn't the case, conflict would be more interesting I think.

I would recommend having more outcomes for victory and defeat, though I'm not sure how that would look like. Also, I would recommend "transplanting an extinct species" to be made expensive as a cost for losing, so it feels like something is gained from winning a conflict decisively. I like the idea of inserting a degree of randomness or dice, but then I think it might be necessary to limit conflicts to 1 turn per spending of power on the conflict or something like that so we don't end up rolling dice endlessly.

>A focus on high levels.
You can make levels incrementally more expensive to achieve. For example, level 1 -> 2 is 1 DP, 2 -> 3 is 2 DP, 3 -> 4 is 3 DP, etc. Or, you can have another system to calculate the costs, but the point is that you can make leveling up more expensive to make it more meaningful. If people want to have mega species, they should suffer in their other actions, but as it is now, it is way too cheap to make a species level 10.

>A fixation with a narrow theme.
I think this is just a player problem. You can warn them about it in the OP or Rules, but other than that I don't think there's much you can/should do.

>A focus on civilised creatures.
Noticed this too. I think you can make Enlightenment either much more expensive, or disable it entirely for most/all of the first age. I disagree with incorporating civilization elements into the First Age, having a "prehistoric period" is perfectly viable, even with only tribes and limited intelligence.

>depicting the species that inhabit a single hex
Please do fix this. It is very annoying trying to find which species is which shade of which color.
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>>5264504
>Adapt Species was too expensive
Not sure I understand this. I think it was fine.

>Catastrophe was woefully under-used.
This is because you either used it immediately on a starting tile *as it was created*, not the turn after because they spread immediately, or you never use it because it's cheaper to create your own species that kills them. Creating consequences for a species going extinct would help this issue, as would buffing the actual ability. You could increase the time that nothing could return to that hex, for example. You could also decrease the spread rate of species, perhaps even only species that just spawned, to spreading once every 2 turns. Otherwise, I think it would also be fine at 2 DP. I also think there is the behavioral aspect in that people don't want to just nuke someone's creation that just spawned, and the times that people do want to nuke things are typically when they are developed and therefore not feasible to be catastrophed. I think this means that you can make catastrophe bigger, perhaps like a 2 radius circle or something, but this might warrant a cost increase.

>Create Species was far too weak
I think sufficiently nerfing Create Subspecies should be enough to help Create Species. I think it is fine as is.

>General clarity of rules.
I thought everything was clear, but you are right that there was plenty of confusion. Not sure about this one.
>>
Fair points so far. I'll focus on the theme of conflict, levels, scarcity and complexity.

I'll admit that the rules are extremely abstract, to the point of the Level of a species seeming somewhat meaningless. The main focus of this exercise is collaborative world-building and the conflict system exists as the most bare-bones simulation of bloodshed imaginable, as fighting is a fundamental part of any world. If the only use of conflict is storytelling, then good. I suppose my only issue was that people didn't seem to want to tell any stories about fighting, outside of a small handful of instances. Hopefully that will change in the coming Age.

If I added dice, I would keep it simple for the sake of abstraction. Something as simple as adding 1d6 to the Level of each participant in a conflict might suffice, in my opinion. I would need to handle all of the dice-rolling myself, as this needs to be done according to a strict schedule and asking the makers of species or civilisations to roll against each other is a bit awkward, when some people might not even be viewing the thread on certain days, or might have stopped playing a week ago.

Regarding scarcity and how adding elements of it would make conflict much more attractive, that gets in the way of the game being a collaborative world-building experience. I want everyone to be on an equal level and focus on making an interesting world, instead of worrying about where they'll get their points from or how they'll get their hands on whatever scarce resource they're after. This would make the game into more of a strategy game than an exercise where we're trying to make a fun world together. There's also the point of trying to keep this game playable on /qst/ because even though you two seem to have a strong grip on the rules, other people have regularly expressed confusion and misunderstanding. The complexity is going to ramp up anyway, so I'd rather not add specializations and modifiers and more on top of that.

As for giving players a stronger connection to their creations, I'm thinking of maybe keeping the "you can only start a conflict if you made at least one of the species" rule and applying that to bonds as well. As fun as wacky god of chaos and fucking shit up are, it also allows certain players to grief and cause trouble for no real reason. After seeing the frustration it caused in this thread, I'd rather not enable more of that behaviour. I didn't enjoy having to reserve 24 Divine Power for two weeks in order to deter Ur from screwing around.

In the end, I don't want to introduce anything that could make this competitive from an out-of-character perspective. Power disparity between players wouldn't work in this game.
At the same time though, I don't want people to become overly attached to their own creations and play inside their own little bubbles that they have made and consider any outside tampering in the form of enfeebling or conflict to be badwrongfun.
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>>5264524
Yeah, makes sense. The part that really hooked me was the collaborative world building aspect, over strategy game themes. I think the biggest mechanical changes needed would probably be balancing costs and all, rather than some big rewrite of the game's soul.

One other suggestion. Maybe upgrading a species to an intelligent one could make it so that they're immune to other gods throwing them into wars? It's easy to make wild beasts start killing each other, or riling them into a frenzy. But making two intelligent species go to war would probably need a bit more influence by their creators.

>Any god can make two non-intelligent species wage war
>Any god can make a non-intelligent species wage war on an intelligent species
>if you've made an intelligent species, you're able to deny attempts to start a conflict with them as the aggressor.

So that way, it's not an automatic NO per se, someone could still try it, and you might welcome it for story purposes. But you'd have the right to tell people to fuck off if it's disruptive. It would also give Intelligence an actual use in the age of land and beasts.

I kinda wish Totalus had stuck around though, an explicit War God would have been interesting.
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>>5264544
That's a reasonable suggestion and I might use it for a world other than Apoch, if I ever try this again. I think it's a little too late to make that particular change though. Instead, I think I might just keep the conflict rule that I implemented on Turn 25.

Fractal offered a few good ideas as well, especially the one concerning conflicts. A basic reworking of how they work would go something like this:
>Each species will have a roll of 1d6 added to their Level. This will be rolled by the QM.
>If the modified Levels of the species are equal, nothing happens.
>If the difference between the modified Levels of the species is between 1 and 4, the losing species has its Level reduced by 1.
>If the difference between the modified Levels of the species is 5 or greater, then the losing species is removed from any hexes that it shares with the winning species.
Here's another possible rule I could add on:
>Once the losing species has been removed from any hexes that it shares with the winning species, the conflict ends.
>Once the conflict has ended in this way, the losing species cannot expand onto any hexes inhabited by the stronger species until a cost of 6 Divine Power is paid.

A growing cost for Empower Species depending on the level of the species is also a good idea, though I'd need to figure out the right costs for that.
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>>5264553
Ooh, that seems pretty neat. Though, I do worry that having the level reduced might cause a downward spiral of losses. Regardless, some sort of quantifiable change in the status of the species is still good, as it lets things visibly happen even if the gods aren't interfering.

Thought up another suggestion. Maybe have a 'Maintain Conflict' action? One thing that kept happening in the war between Effie and Drazil were the ceasfires as soon as the conflicts could be ended. To stop it from becoming a constant back-and-forth, or for the loser to not be able to instantly run away, maybe someone could use this action once the three-turn cooldown was over, to ensure it couldn't be ended on that turn?

Ah yeah, also might want to archive this thread as well as the last one on SupTg.
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>>5264553
>Fractal
I meant Frosore, though everyone's offered great feedback.
>>5264573
Not so sure about that, though I could create an "Extend Timer" ability with a very low Divine Power cost, that can extend any existing timer for an extra turn. I just worry about the griefing potential for this and also a little about ability bloat - which is going to be a significant factor in the coming Age, I feel.
>>
Also, first thread is on sup/tg/. Second one will go up when the Age of Culture and Strife begins.
>>
Definitely agree that empower species should have a scaling cost. Level * 2 perhaps.

A strategy that might help with several issues would be separate currencies for certain actions. Want to incentivize world shaping, everyone has divine power than can only be used for terrain creation.

A species limit per hex might help incentivize conflict, gotta clear out the infestor vines before the nice mousefolk can move in.

Perhaps create species could slowly become more powerful over time, resulting in higher level starting species. Or perhaps gods recieve a free usage of it periodically. Being a late joiner of the game it was extremely hard to justify creating a species, leveling it, enlightening, adapting. Starting off with a free level three species would have made me much more likely to make on at all.
>>
Could always do away with god driven conflict altogether in favor of species traits that drive it, like predator/prey tags force predators and prey into constant conflict. These tags could be god created even, with a few at the start to establish things. Could be some awkward book keeping at points if someone creates a new pair of tags and it's not clear where existing species land on them.

We're definitely in an awkward place though where fractals parasites could literally be moved into the gear plains for 5dp and cause no problems at all. A Universal Ominvore tag could ensure that the parasites are always in conflict with other species.
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>>5264632
>Perhaps create species could slowly become more powerful over time, resulting in higher level starting species.
Great idea, should've thought of that. I think that I would probably go with intervals of 6. They start at Level 2 on Turn 6, Level 3 on Turn 12, Level 4 on Turn 18 and Level 5 on Turn 24.

The scaling level thing is probably something I'd go with for a future world. Apoch's power level is already a little too fucked for that to save it at this point.

Also, this is a test for phone users. In the middle of the Realm of the Dead in this image, there is a hex where the species segment contains letter instead of different coloured bars. Are you able to make out those letters, on a phone?

It turns out that trying to convey eleven separate sets of information inside of a 67x20 pixel isoceles triangle that is legible to phone users is an absolute nightmare.
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>>5264649
I'm on a computer and I still can't make out what it says
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>>5264649
Only when I open it in a new tab. Can’t zoom in enough on the main page.

I think the intervals might be better off capping earlier. As it stands, making species would be a waste of DP in the early game because you could just wait a couple turns and get free powerups. It seems like it’s meant to incentivize people to start out by making land, but ends up disincentivizing making species at all until the later turns. Especially since there’s been talk of increasing empower cost. Maybe it would be better to have uneven intervals.
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>>5264657
>>5264655
I'll scratch that idea then. Some parts of the map, such as the Realm of the Dead, are so packed full of species that I'm not sure if there's any method that's more legible than the original.

I'll give Alternative #1 from >>5255059 a shot but I'm not sure if it'll be any good either. My only options might be to either stick with what we have or figure out a way of reducing the number of species in these hexes that won't undo the hard work of various gods.
>>5264657
Probably just intervals of ten then. Level 2 on Turn 10, Level 3 on Turn 20.
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>>5264649
I don't like the idea of incremental Create Species buffs. There is no problem with someone joining late having less actions to do because they want to create a super creature from scratch, especially in an environment where extinction has no meaningful consequence. That's just part of joining late, you have less impact. This only punishes people for being active earlier in the game. It also feeds into the power-leveling problem you were talking about earlier where everyone thinks higher level = better and the whole thing becomes an arms race. Why can't we just start at level 1 and be fine with some creatures being weaker than others? I thought the main idea here was that we were creating stories, not creating personal world dominating armies.
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>>5264698
While you're correct, I have to account for how people have played so far and from my perspective, it seems like a high Level is very important to them. Even if I don't want this game to be played like an arms race, other people treat it like that and play it like that anyway. This means that almost no one went for the very weak Create Species ability later in the game.
I'll concede the intervals I posted in >>5264649 were too extreme and that intervals of 10 are much more sensible. But so long as people care this much about their species having a high Level, Create Species in its current state won't get used much and I think that's a problem.
In an ideal world, it wouldn't be a problem because people wouldn't be racing up to Level 10 as fast as possible and creating heaps of Level 10 subspecies. If people didn't do that, then having a low Level species wouldn't matter. Unfortunately, this game has demonstrated that people do that and I need to try to work around that.
Your suggestion of a scaling cost was pretty great though and I think I would probably try that first in a new game. That might alleviate the arms race problem, which would make the incremental Create Species buff unnecessary.
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>>5264642
This is very similar to some of my thoughts on the matter. Very good ideas.
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>>5264662
Perhaps you could soften the rules about species spread a bit, and say that each species in any given area spreads to every connected biome it can live in, regardless of distance from start. Then, for each contiguous area of a given biome type, give it a unique identifier and mark next to the map all the species that live in that specific region. It wouldn't show on the map itself then, but would be close at hand.

Also it's an excuse to name regions of the world, which I think we should start doing sometime. :)
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>>5264760
>>5264642
The issue with that is that by taking away the god-driven conflict, you place a greater burden on the simulation and it's not a computer who is handling this game, it's a single person who's very capable of making mistakes.

Unless I actually develop a rudimentary program to take care of most of this for me (and I'm not going to be able to do that in a week or two) then I'd rather keep a lot of the decision-making in the hands of the player rather than having to personally decipher all of the different traits of over a hundred different species and have them all act according to these traits at the end of each turn.
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>>5264768
Ah, I'm sorry. You see, I always think like the wannabe *computer* game designer that I am, and TTRPGs rely on a different set of constraints, with more freedom in some ways, and less in others - so I totally didn't think about how much work this must all be to *manage*. I'm underestimating the work you do!
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>>5264361


I d say continue to keep rules similar to complexity level as more complex it becomes it will be harder to qm further on. Despite generally a big fan of dice, I think in this would cause far more issues in this age.
I don't know what you have fully planned for the next age but rng/dice is nice for civilization building as it can diversify the results from the players intentions
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Conflict mostly none ever used it everyone mostly only allied, it gains them a point and conflict was meaningless i spammed it seeing whats its about, any conflict reaction if it was either complete stalemates or killed some of the tiles was just always enfeeble into nothing and extermination.
Also the endless goblin wars sort of tuned them out after awhile there is only so much one can do with good writing when there is nothing mechanically to do but a endless end conflict button or a exactly even rope tug when not expanding further or constructing new tile types to complicate the conflict.

if i actually wanted to be disruptive like fractal demostrated one could just shape all the tiles the species was on too exterminate them in this era its EXACTLY Like CATASTROPHE but better its cheaper and more interesting makes room for other species and changes the landscape. Now with the new costs you planned its still better in all ways.

And the most optimal way to do anything with species is just create one level 10 species spam subspecies and ally them all its like likely what the afterlife will be eventually with how packed it is you cant conflict there i think it would be too hard calculate.
But i see you are trying to solve it with civs where they all share one tile color and act as a mix of all of them
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>>5264913
I think most conflicts would be more applicable in the bronze or medieval age because of resource allocations and where ore, farmable food and water is plentiful
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>>5264890
The most frustrating and complex part of running this game has nothing to do with the rules and more to do with graphical representation on the map. I think the rules need to be a little more complicated in order to solve the problems that I mentioned and if that means a little more confusion from players who either misunderstand or make assumptions about the rules, then I'll just have to put up with that. Some players have already been doing that, so I doubt that it would make too much difference.
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>>5264662
Intervals of 10 seem better, yeah. It becomes a consolation prize instead of a must-have then.
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>>5264711
Honesty the only reason I raised the level of my Brainbullbs as far as I did was to make sure that if there was something like a huge war during the next age they wouldn't just get wiped out by some of the more powerful species, otherwise I would have been fine with a lower level
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>>5265183
Hey what are the brain bulbs temperament like
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>>5265209
They are more territorial than aggressive but prefer to avoid contact with species they don't know. If they do make contact they use their telepathy to communicate without giving their location away but their trust can be gained.

Their telekinesis and ability to mind control non-sentient creatures means they aren't very physically active.
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Okay, I think I've scraped together an acceptable concept.

Instead of one map which contains both the biome types and the species that inhabit each hex, I might separate it into two maps.
One map for showing the biome of each hex, complete with the biome icons.
A second map in which the biome icon in each hex is deleted and instead, the hex contains the names of the species contained within.

I will still need to use the smallest possible font so you will need open the image in a separate tab in order to read what race is in what hex, but this will remove the need for an absurdly long species key and provided you can read the small text, you should be able to tell at a glance what species inhabits which hex. And if you're ever confused about which biome a hex is, you can refer back to the biome map.

This is the only idea I have come up with so far that can convey the eleven different species contained inside of the Cursed Hex, though I did need to shorten the names in order to fit them all in.
Is this an acceptable alternative to the current map design? I'm aware that it's not perfect with the tiny font size, but so far, this is the best that I have come up with.
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>>5265294
I think that removing any indication of species from the 1st map makes it look super barren and empty, unfortunately. But having a second map with the text is definitely a good idea. Original as well as Map #2 seems like the best to me.
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>>5265300
I'm of the opinion that the hex icons will do a massive amount to alleviate the issue of the map looking empty. I suspect that the only way to prove this would be to produce a version of that biome-only map.
What I can say is that I'm against the idea of keeping the current version of the map and creating a text version. That would effectively double my workload, whereas getting rid of that colour-coding system might even decrease my workload, even with two maps to worry about.
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With all of the species spread complete, I present to you the final maps of the Age of Land and Beasts.

Please point out any errors that I have made.
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>>5265560
One little error I see:
My Frigians haven't been spread to the Deadlands yet
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>>5264364
I'll second yours and everyone else's points about subspecies being wayy too strong compared to create species; heck i basically did all my species creation via subspecies because i joined late and didn't want to have the proto-gearmechs wiped out by an aggressive force 2 turns into terraforming the gear fields.

If I could suggest a fix, it would be similar to what Frosore suggested over in >>5264504 where subspecies of higher-level species would also be proportionally more expensive (so subspecies of a level 1 species would cost the same as a normal create species, while a subspecies of a level 10 species might cost 11dp)

it's still cheaper than levelling the species normally, but it also locks you into the constraint of having to make it thematically similar in some way, so i think that would be kind of balanced?
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>>5264364
>Catastrophe was woefully under-used.
My two cents for this are that Catastrophe was under-used not because of any conflict aversion, but simply because it's so much worse than just using Shape the World to make it a different unadapted biome (See Buufhonk's initiative to cola-ify the sea, which cost a lot less than maintaining a wall of Catastrophes to stop the entering species would have cost). Even during the situation where Catastrophe would've worked well (eliminating the Ur-Spathi remnants), Fractal chose to terraform that hex rather than Catastrophe it, because terraforming is both cheaper and lets you leave a physical mark in a way Catastrophe wouldn't.

My two cents would be to buff Catastrophe by taking some of Fractal's suggestions from >>5264418 like increasing the radius, decrease the cost to be on par with 1 Shape the World, or nerf Shape the World by preventing its use on hexes with pre-existing species (i.e. making Catastrophe worthwhile in order to wipe the slate clean and re-terraform)
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>>5265579
Yeah, something like that makes sense. Forcing a sort of thematic link is probably necessary. I think the only thing that didn't really follow that unspoken rule was the Naga and Murloc, who just felt like an attempt to benefit from the high-level crow species. Everything else felt close enough to be a subspecies. In fact, I made the Iceborn with the intention of letting them be used as a sort of Dragon template, so that whoever wanted to make dragons could get a level 10 sub right off the bat.
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>>5265579
My suggestion had more to do with making it harder to Empower creatures to be high level, but I like the idea of making Subspecies more expensive for higher level creatures.
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>>5265582
honestly i was surprised Naga didn't come from the Viersperan, which were already decently high-level and thematically fitting (heck i think Loreleilim sent a picture of a Naga as an attachment in the last thread)

>>5265597
I think a combination of both would be good, to discourage Empowering to overly high levels and discourage mooching off the few high-level Empowered species. Maaaaaybe a 1DP penalty for species with intelligence could also be imposed, or just a nerf for all new subspecies (halve the level and round down, maybe?)
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>>5265661
>>5265582
>Naga and Murloc
No matter what the intention was, I feel like a really unique pair of creatures came out of Yearn's actions. The Naga are like some sort of horrid hybrid of a Coatl and a Skeksis from the Dark Crystal, with the Murlocs being a squat and slimy version.
I also think that the Murlocs probably aren't beakless. Instead, since they are so frog-like, their heads probably look a lot like those of the Frogmouth family of birds.
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>>5265680
>probably aren't beakless

Yeah that does give them a pretty interesting appearance. While their namesake have jaws, I guess they'd have a sort of Snapping turtle look?
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>>5265680
they are rather unique creatures, and I like the murlocs' desire to build things underwater, but i still feel like basing them off the crows was a bit odd

still though, don't really blame yearn too much, since despite the naga characterisation they actually didn't cause chaos unlike a certain other god's doing
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Speaking of body plans we should start a google dock of species and their appearances
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I can probably get one going if you want or are too busy with work
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>>5265970
Scaper was gonna work on that, but said to wait for more info on the creature/biome writeups. I'm pretty excited for that.
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>>5265966
>>5265970
>>5265984
Right now, my main objectives for this 'break' are as follows:
>Create a presentable and functional alternative to the current map and present it to you guys for feedback.
>Finish my first draft of the rules for the Age of Culture and Strife and present it to you guys for feedback.
>Assemble a basic Google Drive database for record-keeping and in-depth information regarding biomes, species and future civilisations.
In short, it's not much of a break at all but there's no way that I could do this at the same time as running the game.

Out of those three tasks, which would you guys like me to prioritise? I've primarily been working on the map format, but I can shift focus if there's significant interest in something else.
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>>5265999
>Assemble a basic Google Drive database for record-keeping and in-depth information regarding biomes, species and future civilisations.

You mentioned wanting us to give those short writeups for our species, right? I think doing this first and establishing the framework of this doc would be best. This way, while you're working on the other two parts, people's writings and submissions will be trickling in at the same time.
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>>5265999
I would like the map, I can see it being more difficult and more impactful to get right.
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>>5265999
Hey I’m willing to lend a hand in the creation of a google doc
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>>5266001
I second this. I'd love to help work on the docs.
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>>5265846

Tbh I cared less for all the biomes and just used them since they were available.
I originally had planned to spawn the murloc as a frogman subspecies of the Halflings and then subsequently the murlocs into the snake people Naga.
But as a player not allied with others nor with any of my own intention to cause conflict, so I could play a creationist god, I was hasty with making the magpies, as the Halflings had been enfeebled, after the ogres had already been enfeebled, and limiting my ability to create species that could survive. I eventually then tried to ride the birds into reptiles for Naga and the aquatic nature of Naga into murloc.

But I have to agree with scaper, they are some pretty metal looking creatures that probably need to be renamed so that they are not confused with any other subspecies.

Any suggestions are fair since all I can think of is Jurassic murloc and Jurassic Naga
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>>5266001
https://docs.google.com/document/d/1uT9ESyav5Yvu_wPe4RJhRL7lFUxQ2kJHQ8xUnwls6Pk/edit?usp=sharing
I have created a rudimentary template add or subtract to fit your needs
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>>5264361

>A lack of cohesive theme

This just happens with god games. Everyone has their own ideas. Some want Sci fantasy or steampunk. Some want full on high fantasy, others want low fantasy. Some like eldritch, some like classical gods, and some like more out there things. Every single god game I have played in, which at this moment is 14 including this one, has had this sort of issue when the world is made from scratch. Though, it'd not necessarily call it too much of an issue. Provided it doesn't get too out of hand you won't get tonal wiplash.

>A focus on species rather than land.

Others addressed this, but generally people like populating the map rather than painting it. Again, common to god games, even when map painting is a bit of a major focus. In fact, one game I was in got around this a bit by rewarding players for creating lands and the like.

>An aversion to conflict.

There's nothing to be gained for doing so outside of RP. Besides, plenty are content to take their little corner of the world and work away at it. Really, it's incentivized only by antagonistic gods and goddesses or if there's a reward for screwing people over.

>A focus on high levels

It's quick, easy, and costs little. I intended to leave Poconthy at 7 and instead make them hyper adapted to just about everywhere, but Viersperan I always intended to be 10. Really, it'd help if the mechanics relating to this were more detailed than just a level system or even as others have said just cost more. Still, another good way to work around this outside of just raising the prices would be to make it more in depth where adaptability and strength do different things, but that runs the risk of complicating things on your end.

>Fixation with a narrow theme

This just happens at times. If I hit a wall like I did once when playing a music god I'll either adapt something to fit my theme or take inspiration from another deity and work on helping them and their work. An example of the former is when I was playing as a music goddess in one game I made it so that my followers when they died joined the choir invisible, and made fitting ambient music for the living for a time until they decided to reincarnate. But really, there's not too much you can do. It's purely a player thing and dependent on their creativity and engagement.

>Focus on civilized creatures.

Sort of similar to the focus on species bit. If I was playing another god I had in mind I'd probably have focused hard on making sea monsters and such. Really, something that could help is different levels of intelligence, say tribal goblins or orcs compared to normal humans or technologically advanced dwarves or gnomes. Though that might be more of a thing for the next age. Still, only really gods of monsters, hunt, and similar things would likely focus on unintelligent creatures. Most others would likely make a couple and then a civilized one.
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>>5264364

>Conflict seems to frustrate players as it rewards whoever invests the most or has friends.

Alliances are kind of important in a god game, though most this game did their own thing. While I don't mind the latter, the former has a point. Just being able to undo someones work at the same cost it took to make it with regards to map painting can lead to an endless back and forth for no reason until one gives up. Having some simple mechanics for these sorts of situations or even just greater cost for painting over someone elses work could probably help.

>There absolutely should be a better way to depict multiple species

I believe you solved this already, so I shall not comment.

>There should be a max limit on the number of species in a hex and how many biomes a species can have.

The former I sort of agree with. Really, a simple fix is having each hex having a 'main' species populating it, secondary species, and then tertiary. Though I can understand if you just want to add a limit at whatever number you feel it good for a max. As for how many biomes a species can have, with current mechanics I think it's not too much of an issue unless people just make a bunch of subspecies of a species with a bunch of adaptions. After all, hyper adaptable species exist in real life, and it costs 3 to adapt to one biome. But this is just my opinion.

>Adapt species was too expensive

DESU considering this and the above, it might be better to just up the cost per biome after a certain number of biomes adapted or something if you want to limit things but not put a hard cap on them. And I personally think it wasn't too bad. But I do agree that Adapt species shouldn't cost more than improving them.

>Catastrophe was woefully under used.

Using catastrophe would require a catastrophic lack of foresight if done for any reason other than IC reasons. As others said, it's basically useless in it's current form.

>Create species was too weak

Yeah, it kinda was given how high the levels of other races got. Really, scaling cost for subspecies, or perhaps making an incentive to create a new one over making a variant of an old one is probably best.

>General Clarity

Personally I think most of the rules were quite clear. The only issue with clarity is that of what some biomes and species actually are or are like IMO. Though I can understand touching up the rules and adding clarification just in case.
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>>5266643
I also want to add I have enjoyed this game and look forward to what comes next. Also forgot to mention it but the whole 'multiple god' idea I think is fine, provided one limits it a bit so, as some others have said, it doesn't have people making entire pantheons.
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>>5266509
>>5266381
>>5266141
While I appreciate the enthusiasm and suggestions, I would rather have control over documents as the person running this game. I will see about making them in due time. Thank you for your interest though and I'll probably take inspiration from your work and maybe even make the documents publicly editable. It's a better idea that clogging up these threads with entries.
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>>5266647
Agreed
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>>5266489
The sahaguan and Chordata serpentes
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>>5264361
>>5264364
Alright, I'm awake again, and have a few days off.

>A lack of cohesive theme. Some players seem to be uncomfortable with how weird some parts of the world are and how mundane some other parts are. This is entirely on me, as I should have probably established a stronger theme at the start.

This might be entirely me, but it's not so much that some parts of the world are weird (I love a good, strange biome), so much as things kind of felt all over the place technologically. Like, in one corner we've got people buildings mechs, and in another we've got folks banging rocks together. Ultimately it doesn't really matter from a gameplay perspective, since they're all statted the same no matter how advanced they are lorewise, but it makes it a bit difficult to reconcile interactions and conflicts when they arise between what are basically the Flintstones and the Jetsons in terms of developmental difference.

>A focus on species rather than land. Three or four players did a lot of heavy lifting with terraforming the world, while a lot of other players were more interested in populating what little land existed instead of expanding it. Is this actually a problem and is there anything I could do to change that?

Ehhhh. I do get where you're coming from, but on the other hand, well...the world did end up getting mostly terraformed, y'know? Maybe I could see there being some sort of reward for doing a lot of terraforming, like being able to exert control over the lands you terraformed somehow (barring certain creatures from being able to develop there? Being able to increase the spread rate of certain creatures? I don't know), but ultimately it seemed like the problem solved itself, so nothing to get too fussed over I think.

>An aversion to conflict. Outside of one or two people who caused trouble for no real reason, most players seemed pretty averse to any sort of friction with others. Maybe I could get around this by making conflict more rewarding, as there's currently nothing gained from starting one.

Conflict was a bit of an issue, yeah. There's just no real reason to initiate it. It drains your resources, and you don't really get anything in return for using it. Outside of creating some sort of benefit to initiating a conflict, the only real way I could see one changing that is making the end goal be having some sort of civilization dominance that more or less requires that you push down other civilizations while also spreading yours.

>A focus on high levels. Lots of players seem to view the maximum Level as a baseline rather than the apex. I'm not quite sure how I should fix this but it does present a bit of a problem and make the conflict system rather awkward.

Spoken from someone who's gonna need to spend like, 240 DP to fully empower all the species he's created, yeeeaahhh, going to be a bit awkward starting conflicts with anyone outside my own creations. That's just a result of my own inaction though, so nothing for it.
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>>5266745
>in one corner we've got people buildings mechs, and in another we've got folks banging rocks together
Personally, my vision for the Gear Fields was that there was a bunch of advanced steampunk tech but that none of the inhabitants really understand it. Sure they've figured out how to read the instructions and which buttons to press to make things go, but ultimately until maybe the next age, no one really knows what makes these big, mostly stationary machines tick, and by design a lot of the tech in the Gear Fields/Relativity Tunnels/Great Bridges are large and immobile, to constrain the tech to within these hexes until the science progresses to a point where these machines can be reverse-engineered. I view them as wild but tameable lands, and the people within as hunter-gatherers (but with traces of "agriculture" in the maintenance of the machines)

I'm not sure how some of the other players may view them, but that's my two cents on the matter, at least
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>>5264361
>A focus on species rather than land. Three or four players did a lot of heavy lifting with terraforming the world, while a lot of other players were more interested in populating what little land existed instead of expanding it. Is this actually a problem and is there anything I could do to change that?
...To be honest, I was actually worried that I was focusing on land a bit too much, especially since a lot of my early progress was just expanding Gear Fields into a relatively large biome. That's why I tried branching into the oceans and underground (as an excuse to not keep using the same biome in-character) as well as why I focused more on species. To be fair, though, just having large single-biome swathes is still boring in my view, and i'm not sure how to change that since the rules as they stand encourage you to keep things to the same kind of biome. Maybe a sub-biome adaptation, similar to sub-species, would encourage greater biome diversity?
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>>5266848
>sub-biome adaptation

Ah yeah, this was exactly what I was gonna suggest at one point, but it slipped my mind. A sub-biome system would be a good way for people to have branching environments that their species can live in. A creature adapted to the Volcano ought to be able to live in the Magma Flow or Firelands too, yeah? And if someone wants a creature who can specifically only live in the sub-biome, to make an exotic species, they're still free to adapt them to the sub-biome instead of the overarching one.

Or if you wanna deny a species access to a biome, you can make it a non-sub, new type.
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>>5266853
....Although if you do want to avoid even more pain in the organisation and species spread simulation, you could elect to not add this. I know my biomes would probably be a pain if i'd sub-biomed everything else and forced even more crowding in nearby biomes (heaven knows the center of the gear fields is crowded enough as is)
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>>5266745
>>5266844
Regarding the technological differences, that falls under my "a focus on civilised creatures" concern. People really were chomping at the bit to tell stories about civilised characters doing civilised things, when I originally attended for every all intelligent to be Neolithic at best during the Age of Land and Beasts.
In hindsight, that was probably a mistake and I should've included a couple of basic civilisation options for people who wanted to engage in that.
Endestria's description in >>5266844 also describes how I feel about the Gear Fields and other technologically advanced locations. They came into the world this way and the creatures that inhabit them probably don't understand the contraptions that surround them. Migrating tribes probably migrate between nutrient dispensers and view them as sacred. Shamans might try to interpret the turning of the gears and derive omens from them. So on and so forth.
In cases like the creation of the Gearmechs, I assume that the creators were likely filled with god-given inspiration. In terms of lore, all of the intelligent species are meant to currently be roughly on the same level. The next Age is when they will diverge, as some parts of the world start to pull ahead while others remain primitive and pure.
>>5266848
>>5266853
>>5266856
A lot can happen inside of a single biome. For example, the Amazon rainforest, Sub-Saharan jungles and Southeast Asia jungles are very different from each other but they can all be considered jungles. For something to be a new biome, it must have pretty significant differences.
For example, while I view the Gear Fields as a sprawling mess of gears grinding against each other where agility and timing is very valuable, the Pipe Springs are probably a bewildering network of pipes where wit is much more important, as survival is probably based on figuring out which pipes are carrying which substance.
Similarly, learning how to survive on the hot and stony slopes of an active volcano is very different to surviving in a land where the dominating feature is a several-miles-wide river of superheated liquid rock. For most of the biomes, there's so much difference between them that I view the distinction between them as pretty valid.
In any case, the idea of sub-biomes has some merit, but I won't be exploring it with Apoch. I feel like it's a little too late for that, as the inclusion of that as a feature would have completely changed the decisions a lot of you would have made.
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>>5266932
>I feel like it's a little too late for that, as the inclusion of that as a feature would have completely changed the decisions a lot of you would have made.
That's fair enough, and I think the system as it is now works (although maybe some extra flavour to the parts of the biomes in the doc would be nice)
>For example, while I view the Gear Fields as a sprawling mess of gears grinding against each other where agility and timing is very valuable, the Pipe Springs are probably a bewildering network of pipes where wit is much more important, as survival is probably based on figuring out which pipes are carrying which substance.
You nailed my thoughts on the various different "machinery" derivative biomes lol. I tried to make them in such a way that there was an in-universe explanation for why the species that could thrive in the Gear Fields weren't able to just scoot over into these new environments immediately.
For the Relativity Tunnels, the bending of spacetime is disorienting and so no one has really gotten used to it except the Gearmechs
For the Pipe Springs, like you said, it's a very different environment with very different survival skills, which I tried to allude to in my first descriptions. The patches of exposed magma also is a decently big factor in the danger of the place.
The Turbine Falls has more water-based hazards, so definitely not a place for those accustomed to the dry and reliable Gear Fields.
The Great Railway's main hazards come in the form of the very many fast-moving vehicles along the entire area, in contrast to every other area which has one or two lines, this has a lot of them.

For the Great Bridge, I honestly have no real in-universe explanation, because I see them as a kind of "dual biome" with Gear Fields-like environments on the surface and Turbine Falls-like environments below. Maybe the explorers who tried fell off the edge? Either way, that'll be rectified in the next Age.
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Now that the first age is over, I find myself filled with inspiration, and in need of letting it out. So I decided to start writing a little something. It's a sort of nature-documentary series, focusing on Apoch and written from the point of view of an outsider. It's also of heavily dubious canonicity, but I do hope to share my perception on the various races as time goes by!

Here's part 1. I'll upload it as the weeks go by, whenever I get that writing itch.

https://docs.google.com/document/d/1sk5ePMAmy0K71c1uQDv1LaI9l4WocmnQNKORED_lOrg/edit?usp=sharing
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>>5267033
>Great Bridge
Multiple several-miles-wide strips of fused black stone (fancy way of describg asphalt) layered on top of each other, suspended over the ocean by enormous pillars and metal cables thicker than any tree trunk. There's probably railways unevenly scattered across each level too, sometimes right next to each other, at other times miles apart.
It's likely devoid of most of the resources that would make the Gear Fields or Pipe Springs habitable, such as nutrient dispensers or the pipes that carry nutrient slurry. So someone looking to survive a journey across the thousands of miles of these bridges would need to bring their own supplies. Either that or they'd lean to learn how to fish from the lower-most levels, or prey off of the seabirds that might nest on the edges or in the highest reaches.
The journey could be made shorter if they hitch a ride on the shining metal boxes that can cross such distances in less than a day, but that comes with risks of its own. Other significant hazards probably include exposure due to a lack of resources that could be used to remain warm even on sheltered levels and volatile ocean weather, since strong sea winds could easily blow off unwary travellers who stray too close to the edge.

That's how I envision it at least. For biomes such as the ones you've made, I try to exaggerate them to the point where they're the absolutely dominant feature of the region. It might seem a little wacky and out there, but it's the only way that I can justify something like a bridge taking up an entire hex.
>>5267267
Neat, I'll need to have a look. This also serves as a reminder to reread the longer fiction that I previously skimmed over, now that I no longer have to focus on the daily updates.

First though, now I've got some free time, I'll need to see about setting up the Google Drive database.
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Alright, the species folder is set up. I'll see about creating a pretty-looking hub page so it's easier to navigate later on, along with a folder and files for each of the biomes and the same for civilisations. While I appreciate >>5266509's contribution and I took some inspiration from it, I think more space is required than a card like that offers.

https://drive.google.com/drive/u/1/folders/19mErs6QoXmGLn_HqJSV_Hn4fa33q-mBO

All of the species are arranged in alphabetical order. Feel free to find the ones you've made (or even the ones you like) and fill in their information and add whatever flourishes you like. I originally mentioned a limit of a hundred words but honestly, you can go all-out if you like.

I'll be going through them at some point later in the week and filling out the mechanical information for the ones which haven't been touched. I should also add a Creator section, since who created which species will be relevant later on, but I can't be bothered to trawl through over a hundred different documents and manually add that to each one right now.
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>>5267290
>Great Bridge
I love that interpretation of it! I did picture the bridges being really really exaggerated, but I wasn't too sure how to really bring that out, and I think you really nailed it! Thanks!
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>>5267398
Hell yeah, getting started on mine already. Though, one small suggestion/request. Would it be alright to move the image section higher up, rather than at the bottom? Right now, the thumbnails of the documents only show text, making it hard to see which ones have been filled in. Having the images be higher would make it immediately clear in the preview.

If you're fine with it, I also have enough free time to go do that for every single doc, so it'll be no further burden on you.
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>>5268266
Feel free to do that if you want, though I don't imagine every species will have an image to accompany it. If you haven't done that by later tonight, I'll see if I can do it when I add the creator section.
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>>5268349
Neat. Finished it up. Looking over the bestiary makes me a little sad that Uthys and the Carrion Lord are gone, will miss those lads and their creations. Hopefully Murtnag comes back next age too.
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>>5268368
At least the Shadows of Uthys live on and have dominated over a third of the underworld. I consider the story of that species to be one of the most interesting ones. They were infected with insanity and a thirst for blood by the mad moon that led to them wiping out one of their main competitors in the underworld, warring with another and eventually being driven from the surface - even from the very land they came from - and forced into the dark depths beneath the earth.
I don't imagine they'll be very nice if they ever return to the surface.

Meanwhile, I've thought of an idea that might be rather controversial. In the coming Age, I don't want civilisations to last forever. I don't want the civilisations made in the first couple of turns to still be the dominant ones by the end of the Age, if they're even still around. Just like how great empires rose and fell throughout history, I'd like for the same to happen on Apoch.
There's already one or two abilities that help with this but I was wondering if I should implement a rule that puts a soft limit on the lifespan of civilisations. For example, if they exist for over ten turns, they begin to decline, which is represented by their Level decreasing over time, making them more vulnerable to various threats unless gods are willing to constantly support the declining empire with Divine Power.
Does this sound alright or does the entire concept sound extremely unfun? I feel like it would prevent the world from becoming too static and stop civilisations from living in their own bubbles for the entire Age, but maybe that's exactly what people want, so I'd like to gauge opinions.
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>>5268409
> a rule that puts a soft limit on the lifespan of civilisations
that kind of feels like the kind of rule that would incentivise people not to start civilisations at the start of the age, so you just end up getting land and beasts 2 until near to the end of the age when people begin using their saved DP en masse. I don't like the idea to be honest, feels like it'll encourage a lot of waiting and DP saving rather than the fast gameplay of the last age, but it's up to you as the QM
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>>5268416
Could incentivize splintering places if it saves levels actually, which sounds more fun-ish.
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>>5268416
This exacerbates my worry that people might only be interested in pet civilisations that are isolated in their own little bubbles and last forever, but you might have a point when you say it could put people off of making civilisations entirely.
>>5268435
That's a part of the plan.

Ultimately, it's difficult to convey what I have in mind without giving everyone a full preview of the rules, which I should probably do sooner rather than later.
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>>5268435
idk splintering to me feels like a very "conflict-y" thing that you'd do to screw others over, so i doubt much splintering will happen (unless ur comes back and decides to mess with a few civs and start civil wars, which desu would be interesting from an in-universe perspective)
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>>5268409
I sort of already mentioned it, but while I think that a straight up cap on how long civilizations can last might not go over so well, some sort of rule requiring eventual expansion to grow and sustain themselves might not be a bad thing, since it'll force SOME kind of interaction or conflict with other nearby civs. Though I imagine some of our more peace-loving compatriots might take umbrage with the idea.
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> a rule that puts a soft limit on the lifespan of civilizations
This I feel would actually be preventative, instead I think the lifespan of a civilization should be dictated by how well it governs, reacts to conflict, it’s systems of logistics (supply lines), and how well it can handle the breakdown of said logistics EG famine, droughts, epidemics, and wars that take to much resources. Also a set lifespan seems counter intuitive, for instance some civilizations have differing lifespans, and some civilizations never truly died just changed, an idea that could shift a civilization is political shifts as various sub factions depending upon the faction and fluff can rise and fall with the passage of time.
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>>5268768
>instead I think the lifespan of a civilization should be dictated by how well it governs, reacts to conflict, it’s systems of logistics (supply lines), and how well it can handle the breakdown of said logistics EG famine, droughts, epidemics, and wars that take to much resources.
This is another case of great ideas that would work great in a grand strategy video game but don't really work for a image board game that's being run by a single fallible human being in their spare time. A lot of abstraction is needed for me to keep this remotely manageable.
As the response is generally negative though, I probably won't go with this idea. However, I remain concerned that the next Age might feature a lot of pet project mega-civilisations that exist in bubbles, with any sort of tampering with them being frowned upon by their creators. This might be a collaborative world-building project and a certain player might have gone too far in the first Age, but conflict and adversity are key parts of any world and I'm worried that they might either be absent or shunned in the next Age.
So, I'll try to think of other ideas that could encourage people to not grow too attached and accept that a civilisation that they made might not (and probably shouldn't) last forever.
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>>5268822
(((Actually I’m hopping for tampering from different civilizations because it creates an experienced people who have dealt with conflict and it creates a rich and interesting history the reason I don’t want an exact lifespan of a civilization you can read above. other than this I’m looking forward to divergent this worlds history will be from earths history and the similarities between the two, I FKN LOVE WORLD BUILDING and lore creation for fluff hell I might change my name to better who might be talking or narrating what has happened.)))
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>>5268822
Also I’m sorry for putting a lot on your plate and expecting so much from one man thank you for this opportunity
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How much book keeping would it be to track the size of an empire and have it increase the cost of beneficial skills and decrease the cost of harmful ones? And then to further that point how difficult would it be to let power effect how many tiles an empire can hold at once? I'm seeing a sin wave sort of feel where once empires grow large they become trivial to put into decline, and difficult to have fun with otherwise. Once they've fallen to a small size, or even been wiped out, they can resurge more essily.
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>>5269750
Individual hex-counting for every civilization every turn would be a bit of pain, though I might have another way of handling this.

Started to work on some of the bestiary entries that haven't been touched yet, but I only managed ten or so and didn't add any flowery descriptions. I'm feeling a little too lazy for that sort of data entry right now. However, I did add a Creator field for every species, which will make keeping track of that a little easier.
In the meantime, I'll see if I can get that preview of rules I mentioned out tonight.
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>>5270209

Yeah I saw that you've been working on those. I don't want to intrude on other people's work, but since it's been a while since the Drive was made, I guess I'll help out and start putting in the bare-bones for some species too? I'll work backwards from the newest creatures, since it seems like you're starting from the oldest.

Looking forward to the rules preview!
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>>5270217
If you like, it'd be appreciated. Just the basic information that is represented in >>5265560 and >>5265564 will do, as well as the creators. Thank you for every entry that you fill out and I absolutely understand if you stop after a few. It's mind-numbing work.
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Alright, here we go.

https://docs.google.com/document/d/1tJ4LIz9m_6IRoDEvBhypHuZG91Tg0kijo0Swv7oi9jw

A few things to make clear:
>Standards for the Splinter Civilisation ability will be high. Just saying "splinter civ here please" will be turned down. I expect a decent amount of love and care behind every civilisation that is made and that includes splinter civilisations. If it's just a throwaway excuse to cripple another civilisation, I won't let it slide.
>Standards for the Everwild Species ability will be even higher. Yes, this ability can be used to create species on par with civilisations that lack their weaknesses, but if someone tries to use it to create a Level 20 super-monster with twenty favoured biomes and transplant it everywhere, I'll just remove the entire species from the game, no refunds.
>I've decided to keep the idea I mentioned in >>5268409 in the end. "Ten turns after this civilisation was created, it will go into decline. At the beginning of every turn after this turn, its Level will decrease by 1. If this decrease would reduce the civilisation’s Level to 0, it is destroyed." Hopefully you can understand how this isn't an absolute death sentence like some people seemed to be worried it would be. It's only an issue for the players who want their civilisation to not only live forever but be at the maximum Level at all times too.
>Alright, this has officially soared past the point where this is too complicated for /qst/ but I'll try and run it anyway. There's a good chance of everything falling apart long before we reach Turn 30, but I've got to give it a try.
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>>5270445
Looks pretty good. I do like the decline mechanic, and the three tiers of Everwild definitely appeal to me greatly. The Conflict system of being able to close off areas is also pretty neat, and I enjoy having that.

One thing that strikes me as odd is the mechanics of Create Civ, though. Particularly:

>Choose either one species in that hex or any number of species in that hex that share a bond with at least one other chosen species. At least one of the chosen species must be intelligent. The chosen species are incorporated into this civilisation and become member species.

Doesn't that mean that people can immediately craft a level 17 civ on turn 1, with only 6 DP, using a whole bunch of interconnected species? It seems really inexpensive to do that, and feels like it'd grant a huge head start as a reward for making Civs in the first age. While doing that was cute, and I loved all the writing, it wasn't the purpose of Land and Beasts in the first place. So I feel like it's a tad contradictory to give such a bonus when starting early wasn't supported by the first age's rules in the first place.
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>>5270445
desu while i'm fine with Level declining i don't feel like it should result in a civilisation ending without anything happening

most civilisations decline for a number of reasons but there's usually one straw on the camel's back that you can point to as the decisive point where it died (the emperor gets assassinated, a new regime takes charge, a big invasion reaches the capital) so IMO this should just degrade civilisations to 1 and stop there, leaving them as shells of their former selves (but still functioning unless something screws them up)
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>>5270983
>immediately craft a level 17 civ on turn 1
presumably the point of the civilisation decline rule is that even though you CAN, doing this means that after turn 10 you're essentially relegated to either constantly burning half your DP each turn to keep it afloat, splintering it apart to build another, or just letting it die and be reborn
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>>5270983
It was the plan from the beginning. Civilised species take advantage of the bonds that they have made with each other and with unintelligent species that serve as cattle, steeds, companions and so on. This was intended to be the reward for making bonds in the last age which, let's face it, didn't do very much despite their high cost - and I admit that I'm to blame for that.
I understand that the benefits gained from those bonds might seem a little too high however. In which case, I'd ask how you think it should be fixed while still giving civilisations a suitable benefit from bonds formed in the previous Age. Shared favoured biomes alone isn't enough, thanks to the existence of species like the Poconthy and Crows.
>>5270987
There's two major points I have:
>Due to the limit of thirty turns and almost every civilisation probably starting above Level 10 thanks to all of the Level 10 intelligent species that exist, I highly doubt that any civilisation will die due to dropping down to 0. I highly expect that it'll be dismantled in some other way long before it reaches that point.
>Abstraction. There are no rules for a new regime, there are no rules for leaders getting assassinated. A Level dropping represents a significant societal change that could be any one of those things that you mentioned. It's up to you to decide what happens to a particular civilisation when its Level drops from 1 to 0.
>>5270996
You seem pretty convinced that people won't be making civilisations during the early turns. I don't think that will be the case, if only because there will probably be very little real estate by the time that the later turns come around.
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>>5271030
>You seem pretty convinced that people won't be making civilisations during the early turns
I know it's going to happen, I'm just thinking that the point of that rule is to make sure those turn 1 civs don't dominate forever (heck, you basically said as much before)
>>5271030
>I highly expect that it'll be dismantled in some other way long before it reaches that point.
Fair enough. By the way, if I'm reading the rules right, splinter civs reset the counter on decline? Seems like it'd be cheaper to splinter a civ every 10 turns than constantly invest in a dying civ, lol
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>>5271030
I think that allowing a single species to immediately invite all its bonded friends into a civilization is totally fine. If that one species bonded with absolutely everything it shared a tile with, then grabbing them to make a civilization seems natural. But I just don’t think they should be able to instantly draw on a massive chain reaction to skyrocket the civilization.

A mousefolk who’s bonded with harpies, crows, and halflings inviting them all seems balanced to me. But how it is now makes it:
>Mouse bonded to harpy
>Harpy bonded to crow
>Crow bonded to halfling
>Halfling bonded to Gearmech
>Gearmech bonded to mermaid
>Mermaid bonded to blah blah

Such a cascading chain reaction doesn’t seem quite right to me. I feel like the ‘founder’ species should only be able to draw on their own bonds when they’re initially forming the civ. Costing 0 to invite existing bondees is also a bit much.

Maybe at least 1 or 2? I think the discount is an excellent idea, but making it free puts no limit on it. I get that they did technically pay 6 cost a long time ago, so I do see the rationale of making it free, but they’ve also been benefiting from the level up during that period, so it’s not like adding a cost would scam them of DP that they’ve already paid.
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>>5271037
I get the general gist of your idea and I'll see if I can word it right. You're also right in saying that the discount for Incorporate Species should reduce the cost to 2, not 0.
>>5271033
Got it, I think I might have just mistaken your tone. Also, you are reading the rules right, that was the intention.
As an example of this in real life, you could consider the Byzantine Empire a splinter of the Roman Empire or think of all of the various dynasties of Imperial China and how they're connected.
A splinter civilisation isn't just meant to be a hostile griefing tactic, it's meant to be an evolution of the original civilisation.
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>>5268409
i dont explicitly bring bloodlust or madness sort of seems to have happened literally being a dream/moon god and its thematic links in real cultures to insanity,creativity,change,emotions so it happened naturally.
like its called going loony for a reason and ur is a being that is how they are perceived so i guess i should play into it more heavily.

the whole spathi war was going to be PERHAPS about how the spathi are actually just complete fucking cowards where suddenly the comfortable darkness became as scary as the light a unseen threat clinging to the peripheral of there vision that first came onto them into there deepest sanctuary like a wave a darkness darker then darkness and everywhere they turn even moving into a new place far away they are there and then them overcoming the fear of light using fire and such driving the darkness back into its caverns, perhaps eventually going onto the surface to gaze upon the sky from the hole they came into the world from.
>>5271037
wow that would really escalate basically becoming a globe encompassing civilization
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>>5271085
Any civs whether low or high level still gets limited by Logistics.

Though, >>5270445 I think Bestow Logistics's cost should increase every time it gets used to represent the distance the borderlands needs to travel to its' center.
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>>5271094
I want to avoid scaling costs. The new rules are complicated enough as they are, I don't want players to have to try and figure out exactly how much they should pay whenever they use an ability.
It might be a little more balanced and more true to reality if it did scale, but I think it's more trouble than it's worth.
>>5271037
Potential wording for a rework:
>Choose one intelligent species in that hex and any number of other species in that hex that share a bond with that species. The chosen species are incorporated into this civilisation and become member species.
It's ultimately shorter and it prevents those big bondage chains that you dislike.
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Alliance might be more interesting if it were stacking like some of the other abilities. It would be nice to have an intermediate step like 'trade partners' between full combat alliances. You could split the ability into two casts of six DP instead of one of twelve.
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>>5271119
started thinking what of species that are both bonded to another species a third party but the first and second party is in conflict, shit like the world wars
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>>5271455
So far that doesn't look like it will be a problem but that could be solved with a simple clause:
>A civilisation cannot incorporate a species if that species is in conflict with a member species of that civilisation.
If someone creates conflict between two species that are already members species of the same civilisation, that can just be fluffed out as internal strife and squabbling between those species within that civilisation.
I know it's not ideal but I can't think of a good rule for that which wouldn't over-complicate things.
>>5271442
This is possible, though that complicates how ending alliances would work. I'd need to think about how I would word the reversal of abilities with "levels" like that.

As a quick demonstration, how would something like this work for the species map? To reiterate, this wouldn't be the only map, there would be a second one with greater detail on the biomes.
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>>5271515
I think that map is an improvement at least, there are more species than biomes, so it makes sense for the biomes to be color coded instead, but there are enough that it might run into issues still with differentiation.
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>>5271528
That's why there would be a second map with details on the biomes. If there's any confusion about which biome is which, you could just glance over to the other map with the greater detail on biomes.
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>>5268822
Well, if it's any reassurance, once I get my big civil war/tripartite civilization event roleplayed out I'll be turning my attention to the mainland.
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>>5271515
Definitely super clear, yeah. I'll miss the old one though, that one had a good aesthetic, and made it immediately obvious which tiles were populated while still having the biome icons. I get that it was a ton of work though.

I've been filling up bestiary entries on and off the past few days, with priority to the ones that have pictures. Hope I didn't overstep anyone's boundaries by touching your pages or plopping down images. Also been including sources on most of the images that I paste, because I kinda felt like it. Some creature types were left completely untouched, like the Realm of the dead ghosts, and Tattered land guys. Since they have complex lore, I definitely don't wanna impose.
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Just another update to make people aware that I'm still building up to the next Age, though the hiatus will last for longer than a week. Making the new maps takes a while though in the long run, they'll probably be less work and more importantly, much easier to read.

Things that still need to be done:
>The biome map for the surface.
>The biome and species maps for the underworld.
>A new and neater way of handling the species tables.
>Optional: Create Google Drive pages for the biomes.
>Optional: A central Google Drive page to navigate between the various documents easily.
>Optional: Complete the bestiary entries and for the ones that lack them, provide basic descriptions.
The optional stuff can probably be handled while the second Age is being ran.
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>>5272699
>The biome and species maps for the underworld.
Done.
>The biome map for the surface.
Half-way done.
>A new and neater way of handling the species tables.
Haven't started work on it yet but it shouldn't be a major issue.

Depending on how much time I'm able to put into this, the Age of Culture and Strife should begin either tomorrow or Monday, at the usual time of 23:00 UTC.
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>>5276814
Gotdamn you work fast
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>>5276814
Nice! Looking forward to it.
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Update will be coming tonight, as I've had enough time to get the last of the absolutely-necessary prep out of the way.

Here's the completed maps that I'll be using, please point out any obvious errors or give criticism as necessary.

A few points to be made:
>Yes, the biome map has some icons with the bottom sliced off. I was rather lazy and hasty when I made it, so it's not as pretty as it could be.
>The "x + y" underneath the Species Level column on the species map represents the base level of the species and the modifier applied by the bonds that species has.
>I understand the font for the table on the species map is rather small. This is because with over a hundred species, it's difficult to find space for them all. You may need to open the image in a separate tab in order to read the table.
>The mass of white space on the right of the species map is where the civilisation table will go.
>Any objections to aspects of the map that would require a big overhaul to fix might delay the start of the Second Age by at least a day or two.
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A new Age has begun and a new thread as well.

>>5278157
>>5278157
>>5278157

>>5278157
>>5278157
>>5278157

>>5278157
>>5278157
>>5278157
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>>5278159
Thanks for running.



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