Turn 3 - Guiding - Creative Order
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1. @TheMaskedReader - Divineborn - Bid 7 Influence
2. @NSMS - Divineborn - Bid 6 Influence
3. @TheGrudgeKeeper - Mortalborn - Bid 4 Influence
4. @Nucleep - Mortalborn - Bid 3 Influence
5. @StellarMonarch - Divineborn - Bid 2 Influence
6. @Demonic Spoon - Divineborn - Bid 2 Influence
7. @Nox - Divineborn - Bid 1 Influence
8. @ZeeBat - Divineborn - Bid 1 Influence
9. @Desdendelle - Divineborn - Bid 1 Influence (Placed last at player's request)
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Alright, our first Guiding turn! This turn type departs from a lot of the normal conventions of the Creation Game. I posted an explanation in the OoC thread, which I'll copy-and-paste here.
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Now, turn 3 is our first
Guiding turn focusing on progressing the history of the world, and as such it'll be quite a bit different from the other turns. Both
Worldshaping and
Lifegiving turns focus on creating a static thing and adding details to it, but a
Guiding turn involves things changing over time. There is thus a lot of flexibility when it comes to some of the normally hard-and-fast rules, like "No reversing an earlier player's changes" - you can 'undo' earlier players' changes by having later events reverse them. For example, if an imperial dynasty falls to a revolt, then the dynasty may find its way back into power at a later date. Players may however define that certain changes 'stick' for extended periods of time after their turn. For example, a player might have a dynasty come to power and define that they remain in power for several hundred years - a later player may not then make any change that contradicts this (e.g. the dynasty being overthrown and replaced) until this 'time limit' has run out. Additionally players' changes are restricted depending on the situation of the world at the current time - they can only define the future gradually, without skipping ahead, and their changes must make sense given the current state of the world. For example, if the world was inhabited by cavemen who had barely figured out stone tools a player could not skip over several thousand years of history in order to create medieval kingdoms, but they may progress history by having the cavemen develop more complex tools and begin experimenting with beaten metal tools made of raw copper, or having the cavemen begin gardening/tending wild plants and adopting a semi-sedentary lifestyle. That said, a player does not *have to* progress history during their turn - they may add detail to earlier historical events, or add events that happened at the same time as earlier changes.
So, to give a quick run down, during a
Guiding turn players may:
-Progress history gradually, building on the existing situation.
-Add detail to earlier historical events.
-Protect changes by defining how long they last (I expect you to use this sparingly).
-Add past events that happened concurrently with previous events.
And may not:
-Skip ahead in history.
-Interfere with changes protected by other players.
-Make changes that are not plausible/practical given the current state of the world.
-Make past events not have happened.
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I should also note that, whilst a lot of the normal guidelines don't apply to a Guiding turn, earlier players who bid more Influence are still permitted and expected to have a much larger influence on the turn as a whole than later players. Players should generally restrict themselves to doing as much or less than the previous player, and earlier players are free to make more extensive use of the ability to "entrench" a historical change by stating that it persists for a certain period of time. Additionally the entrenching/sticking of historical changes can be applied to a variety of things - both clear strucutres, like empires and dynasties, and general trends, like religious movements and population growth, may be entrenched for a period of history.
In addition to the above, players should be aware of the current state of the world. I haven't finished the turn 2 resolution yet, but here's a quick summary:
The Minla
The Minla are the only sapient species in existence. They appear similar to termites, only much larger (roughly 50cm high and 2 metres long). They don't have conventional arms or hands, but do have a variety of complex mouthparts which may be used for that purpose. They naturally form hives within which labour is divided according to caste. A Minla's caste is innate - genetic - and determines their physical abilities and role within the hive. Castes can be roughly divided into Worker castes, which perform general labour such as foraging and construction, Warrior castes, which defend the hive from threats and attack enemies, and Queens, which are the only reproductive females. Each hive has only one Queen, who is vastly larger than the other Minla due to their bulky abdomens which house their reproductive organs. The Minla can rapidly mutate over the course of a few generations to adapt to hostile new environments. Each hive has its own unique genetic mutations, which are stored as genetic data in their Mother-Queen's Gemheart organ.
Minla communicate through a mixture of pheromones/scents, dancing, and telepathy. Their telepathy only works with other Minla in their hive and can only communicate simple messages. The Mother-Queen's Gemheart organ is what enables this intra-hive telepathy, which also creates a low-level gestalt hivemind called a Synapse. The Synapse has no will of its own, but the amassed thoughts and feelings of a hive cause it to subconciously direct the hive and determine its priorities.
Minla psychologically understand social relationships in terms of rigid, unchanging social roles and strict hierarchies, and instinctively submit to those they believe have authority over them. This instinct is especially strong when it comes to their Mother-Queen, who the Minla find very, very hard to disobey.
The Momhu
The Momhu are a non-sapient species created as a possible method for a more developed sapient species to travel easily between dimensions and Strata. They look vaguely like sunfish (molas) floating on their sides, but are huge and are naturally lighter than air, due to bladders of buoyant gas, and as such float about in the atmosphere, generally a few hundred metres off the ground. They are able to shift into other dimensions and as such are found roaming individually thoughout the Worldmachine and the Dreamscape. They feed primarily on energy, absorbing it through their pearlescent skin, and thus tend to bask in the light of the various Strata. Beings and objects on or close to the Momhu are brought with it when it shifts into other dimensions, though there is no guarantee that they won't intersect with another object when they arrive and be damaged as a result. Generally solitary, Momhu periodically congregate in specific areas - including over the deserts of the Cradle - to reproduce.
Technology/Development
Players should also be aware that the Minla are at a very very primitive stage in their development. At their most advanced they may only be as developed as Neolithic humans, with rudimentary stone tools, basic language, and very little in the way of complex society (at least outside of their natural hive structure). They may progress a lot faster than humans did historically though, as they have the invisible hand of the gods to guide them, but this should still be done gradually in a manner that makes sense and builds on existing technology and structures.
Population Distribution
There are 8 Minla hives, all in the Cradle. 4 are clustered near each other in an area of desert punctuated by oases and underground reservoirs, though they are still far enough apart for transport between them to take more than a week. The other 4 are outliers, with one each being a considerable distance away in one of the cardinal directions (North, South, East, West). The North hive is in a cooler, rocky environment with access to more natural resources including native copper. The South hive is in an arid region lacking in natural resources. The East and West hives are in arid regions with little in the way of water nearby, but significant natural resources. All hives have a population between 4,000 and 5,000 individuals.
Deities
Players should avoid mentioning deities - or player deities at least - during their turns whatsoever. Divineborn deities have been forbidden to reveal themselves to mortals by Serenity, who also abides by this prohibition. The Mortalborn deities have not been born yet, and will canonically come into existence at some point during the Creation Game. Rather than requiring players to include Mortalborn deities' origins in their turns, I'm planning to just retroactively write their origin stories in to the history instead.
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Alright, I... I think that's everything. Sorry if this is a lot to read - feel free to take your time going over it and looking back at people's Turn 2 posts. This post may come out reading like kind of a mess, so if you have any issues or questions don't be afraid to ask!
Anyway,
@TheMaskedReader, you're up - provided you haven't been overwhelmed by this wall of text.