Creation & Revelation - Game Thread

So Minla are susceptible to overheating, but some are randomly born with a light focusing gem-like organ that lets them create a heat laser? Nice! :D

@Nox, you're up!
Shoot, ya had to call me right at this moment...I gotta head to my half-shift at work in like 20 min...ok, I'll have my post up in a few hours.
 
Shoot, ya had to call me right at this moment...I gotta head to my half-shift at work in like 20 min...ok, I'll have my post up in a few hours.

I really don't want to rush you - I know you're probably short on time and exhausted - but it has been more than just a few hours.
 
The Vah'Rator

Existing as chaotic near non-sentient energy forms in their natural state. Their is only a fixed number of them, but killing this state is all but impossible (Requires divine intervention to slay). These non-corporal forms exist in the spaces between plains where they writhe free and chaotic, skimming along the outer shells of the universe. When one drifts to the physical plain either by chance or by summoning it forms a body to house it's chaotic spirit. This body starts weak as great effort is needed to keep the form stable and manage the great essence within, but with the passing of time and practice they will grow in strength as their skill at using the body and managing their chaotic inner power grows. They are born with no memories and no self, but will gain one as time goes on. If their physical forms are slain, they return to that energy state outside the world, awaiting their next life.

It's hard to describe Vah'Rator as a species, as no two are alike in disposition and form. They tend towards a chaotic bent, as is their nature, and tend to have a talent for destruction, though they are not inherently good or evil. They have an inherent magic all their own called the Chaos Craft, a mystic art as chaotic, hard to control, prone to destruction, and varied as they themselves are, drawing on the well of power within themselves. This is a race cappible of the highest heights of heroism and the deepest depths of evil, able to take a form beautiful or horrific beyond description. They have potential for everything...and as far as a goddess of evil is concerned, this means that when they choose evil, it means far more.

I'm afraid you can't create another species during this turn. Only 2 species may be made total during a Lifegiving turn - 1 sapient species/"people", and 1 companion species, and we already have both (the Minla and the Momhu). As such you're restricted to adding details to those species and may not make another one.
 
The Aberrant

A rare but potent mutation among the Minla. This 'Aberrant' is comparable in size to the largest of the Warrior cast, and is among the most powerful of the Minla people. Sporting a stronger thicker carapace with thorn-like growths, greater strength and speed, an abnormally strong telepathy, natural leadership ability compatible to the Orchestrators, and almost always one of the heat collecting gems. This makes them a very potent breed. The issue is unlike most other Minla the Aberrant do not quite fit into the hive structure. They hold power and skill enough to rank above all but the queen, yet find themselves less inherently subservient to said queen. While taking over the hive and enslaving a queen is unthinkable to most, for an Aberrant it is something they might just consider. These 'Aberrant Nests' are considered abominations by other Minla, and rare is the situation where two different types of nests can co-exist in close proximity.

Not quite bound to the rigid cast system as others, the Aberrant (if allowed to live) can take a wide variety of rolls. Some obey the queen directly, becoming mighty generals and leaders in dangerous places where a queen dare not go, their unique and free-thinking mindset letting them think of things most would not. Others are outcast, deemed too much of a risk to allow to stay. Others merely remain as exceptional solders, or even consign themselves to the life of a Worker. Whatever the case, they are the chaos in a colony of order, and distrust will inevitably result from their presence.
 
The Aberrant

A rare but potent mutation among the Minla. This 'Aberrant' is comparable in size to the largest of the Warrior cast, and is among the most powerful of the Minla people. Sporting a stronger thicker carapace with thorn-like growths, greater strength and speed, an abnormally strong telepathy, natural leadership ability compatible to the Orchestrators, and almost always one of the heat collecting gems. This makes them a very potent breed. The issue is unlike most other Minla the Aberrant do not quite fit into the hive structure. They hold power and skill enough to rank above all but the queen, yet find themselves less inherently subservient to said queen. While taking over the hive and enslaving a queen is unthinkable to most, for an Aberrant it is something they might just consider. These 'Aberrant Nests' are considered abominations by other Minla, and rare is the situation where two different types of nests can co-exist in close proximity.

Not quite bound to the rigid cast system as others, the Aberrant (if allowed to live) can take a wide variety of rolls. Some obey the queen directly, becoming mighty generals and leaders in dangerous places where a queen dare not go, their unique and free-thinking mindset letting them think of things most would not. Others are outcast, deemed too much of a risk to allow to stay. Others merely remain as exceptional solders, or even consign themselves to the life of a Worker. Whatever the case, they are the chaos in a colony of order, and distrust will inevitably result from their presence.

Strong but independent-minded mutants, nice. @Lazy Coyote, you're up!
 
Turn 1 Resolution - Worldshaping
TURN 1 RESOLUTION

In the beginning Serenity was all of reality. She was all there was and all there could be. She held within her the potential of all creation, until her loneliness grew too great and she allowed creation to pass outside of her. Thus she shaped the Worldmachine.

THE WORLDMACHINE

A massive construction of metal and glass, with the Crystal Heart meshed by twisted bronze wire to power it at its centre. Emanating out from the Heart are the Strata - 20 spheres whose inner linings draw in objects using gravity, and which are connected by a complex system of chains, wiring, and monumental pillars. Spaces within the Strata and their pillars permit some form of physical movement between them, but these tunnels are dangerous, and the Worldmachine has its own mysterious measures to keep them clear of any foreign bodies.

The Strata closest to the Heart bask in its infinite heat, whilst those further out are frozen wastelands exposed to the clawing emptiness of non-existence. In the middle Strata though the temperatures are perfect for new life to thrive, and it is here in Stratum XI that Serenity finds the cradle of the first independent, thinking species.


THE DREAMSCAPE

Between the definite realm of the Worldmachine and the nothingness of the void lies the Dreamscape - a realm of perpetual potential, of maybes and almosts; a dimension of pure liminality. It is this realm that mortal minds access when asleep, and it is here that their souls travel when they pass between life and death. It is possible for mortals to access this realm more reliably by thinking in liminal terms and entering liminal states such as dreaming. This permits them, with effort to form Rifts between their world and the Dreamscape, allowing them and others to enter. Whilst in the realm they cannot die, though they can become lost in the labyrinthine chaos, and will appear as they see themselves in their mind. To a mortal observer the Dreamscape appears as a chaotic mass of thresholds - doorways, tunnels, gateways floating in a smoky haze.

The Dreamscape cannot be traversed normally, as it is ever-changing and never definite in its layout, but there are those with the rare skill to guide themselves and others through this maze-like dimension, allowing them to travel to other places, dimensions, and times. These powers do not come without cost, however, for those that develop a strong connection to it are at risk of sleeping disturbances such as narcolepsy and nightmares, as well as mental illness and profound madness, or even falling into an eternal, unaging coma.


THE CRADLE

The 11th Stratum of the Worldmachine is the Cradle chosen by Serenity to harbour her firstborn mortal children. The land of the Cradle is mostly arid desert, punctuated by gargantuan glass sky-chains that connect the Stratum to the one above it. However the pillars that connect this Stratum to those above and below it are supernaturally cold, allowing water to condense around them and form small, briny seas. Wadis - seasonal riverbeds - surround these seas, providing a suitable habitat for hardy, desert plants and animals. A few rare, permanent rivers stretch into the desert, surrounded by lush, tropical vegetation.

The entire Stratum is lit periodically by a shining golden light projected from the crystalline outer lining of the Stratum above it. This light moves around the equator of "sky", periodically shining warm and life-giving light down on the surface of the Cradle. Though there are no "stars" the facets of the crystal sky reflect light, and can sometimes be seen in the night.

The contrast in temperature between the frozen pillars and the harsh deserts causes weather systems to form, with powerful but predictable winds forming all across the Cradle. Many storms - some permanent, others temporary - travel along these predictable routes.


The Strata of the Worldmachine:
Stratum I: Syn, a hellish world exposed directly to the heat of the Heart. Many riches are to be found here - tree-like structures of gold and silver, with gem-fruits of rubies, diamonds, and more. Riches of supernatural power can also be found here, such as healing Golden Apples, Mana crystals of pure magic, and Syn's greatest treasure; Syndium, which is found in molten pools and oceans on Syn's surface. All forms of magic are strong here, having the raw power of the Heart to draw on. [More info on Golden Apples, Crystalline Mana, and Syndium under "Substances & Resources"]

Stratum II - V: Immensely hot worlds, nigh-uninhabitable to those without protection or natural resistance, and lacking any natural life or atmosphere.

Stratum VI - VIII: Hot, but habitable worlds.

Stratum IX: The Garden, mostly covered by a tropical ocean, with a vast landmass taking up just less than half of the surface of the Stratum. This landmass is rugged, consisting of steep mountains and deep valleys, all thick with forests and jungles and teeming with deadly wildlife. Though habitable, the Garden takes offence to those who would try to tame it or traverse it by any method other than arduous hiking, and as such will bring the plants and animals of the world down upon them.

Stratum X: Hot, but habitable world.

Stratum XI: The Cradle, where Serenity will place her firstborn mortal children.

Stratum XII - XV: Increasingly cold, but habitable worlds.

Stratum XVI - XIX: Frozen worlds, nigh-uninhabitable to those without protection or natural resistance, and lacking any natural life or atmosphere.

Stratum XX: Fu, a fractured Stratum of many floating islands which collectively have a land area greater than all other Strata combined. Unlike other Strata gravity here pulls towards the Crystal Heart. Fu has an atmosphere of fluid, unbreathable Ether, which is thick enough for most species to swim through. Fu's islands are made of Fumite - a pitch black metal that is powerfully radioactive and magnetic, as well as being a superconductor at room temperature. Fu's only natural inhabitants are Energy Leeches. Fu is separated from the void of nothingness by a forcefield powered by the Crystal Heart. Should it ever falter, Fu will be exposed to comets of strange life-draining ice, and perhaps worse. [More info on Fumite and Void Ice under "Substances & Resources", and on Energy Leeches under "Lifeforms"]

Locations within the Cradle:
Soul Oasis
The Soul Oasis is a pool of water with no fixed location - it can only be discovered by chance wandering through the vast desert, and no being may stumble upon it more than once in their lifetime. Those that drink from the Oasis' water are instantly revitalised, and are returned to a state of perfect health and youth. Even if the water has been removed from the pool itself, it retains this power. However, the Soul Oasis tests those that seek its waters. Touching the pool's water a second time will suck the greedy drinker in, never to return from the depths of the Oasis. The pool is also surrounded by lush, vibrant wildlife, but those who take anything from it are cursed forever; all food tastes like ash, and all water is tainted in their mouths.

The Black
In an isolated corner of the Cradle is the Black - a stain of non-existence on Serenity's creation. It appears as a bubble of total darkness roughly 100 metres in diameter. Any magic attempted near it inevitably fails, and those that try too hard are severed forever from their magical powers. Any being that enters the Black is erased from existence, save for the Non - enigmatic creatures of non-existence that are born from the Black itself. (More info on the Non under Lifeforms)

The River of Chains
A vast permanent river, larger than any other watercourse in the Cradle, that twists between three of the great sky-chains that punctuate the desert. Its banks are lush and fertile, and it is the only place where gemstone crocodiles - living predators made of rubies and sapphires - may be found.

The Tempest
In addition to the various storms that meander about the Cradle, there is the Tempest. A never-ending sandstorm larger than any other in the Stratum, it follows a predictable route around the Cradle, taking around 400 - 500 days to complete its path and begin again.

Glittering Caves
Deep in the Cradle's deserts are the Glittering Caves, which provide shelter from the searing heat and biting wind to any who find them. The tunnels of these caves go deep, delving into pockets of rich mineral wealth and underground aquifers of fossil water. Though they can be hard to find, those wandering the desert may be drawn to them by an eerie, green glow which grows stronger during storms and other inclement weather.

Lifeforms:
Lucions
Lucions are swarm-like superorganisms consisting of millions of cells collected around a central core with animalistic intelligence. As such they can easily take on a variety of forms, both organic and mechanical, and very quickly adapt to new environments. Lucions are hard to kill, and are never truly dead unless their central core has been destroyed. Currently their range is limited to Stratum XIV and XV, where they roam in a constant search for food and fight to destroy one another's cores and absorb their dead foe's cells.

Energy Leeches
Only found in Stratum XX - Fu - Energy Leeches are small insect-like beings that glow a neon blue. They float through Fu's aetheric atmosphere, seeking out energy - be it heat, electricty, or even magic - to feed off of. (More info on Fu under "The Strata of the Worldmachine".)

Kangaroo Rats
Small, agile, and hard to catch, Kangaroo Rats are one of the most common animals in the Cradle and can be found all across the Stratum. Purely herbivorous, they come out of their burrows at night to forage for plants, grains, and seeds, retreating back into them to wait out the hot days.

Desert Elephants
Desert Elephants live in the Cradle and are well-adapted to its harsh environment. They can drink the salty seawater without apparent harm, and are capable of uprooting and consuming most plants whole - including cacti - thanks to their thick skin and powerful digestive system. They migrate periodically between the Cradle's various seas and, though they are placid herbivores most of the time, they will trample any obstructions along their migratory routes, whether they be buildings, plants, or animals.

Sphinx-Basilisks
Tunnels and corridors permeate the great pillars throughout the Cradle, connecting it to the other Strata, but guarding the entrance to these are the titanic Sphinx-Basilisks. Looking upon one, even in reflection, turns any living being to stone. Even without this power they are durable and strong enough to require a large mortal army to overcome individually. Any mortal involved with the death of one of these great sentinels will be struck with muteness and blindness, but the dying Sphinx-Basilisk will dissolve into a pile of Syndium chains, collars, and manacles that resize to fit any creature. A century after a Sphinx-Basilisk's death it will reincarnate, though it will not dissolve into Syndium restraints a second time. The Sphinx-Basilisks will peacefully permit passage to those who prostrate themselves before them, and recite a litany of eternal and absolute fealty to Serenity, the mother of all creation.

Slaver Vines
Growing in thick mats on the lower reaches of the glass sky-chains are Slaver Vines - carnivorous plants whose flowers use lurid and vibrant colours to lure in small prey. More notable is the effect of the Slaver Vine's seed - a being may bathe a seed in their blood and then implant it inside the body of another, resulting in the vine growing throughout the other being's body and turning them into an obedient slave of the first being. The vines will literally puppeteer the victim's body if necessary, and those who are somehow able to resist are strangled from the inside.

Bonetaker Vines
Choking many of the wadis in the Cradle are Bonetaker Vines - translucent, glass-like vines that ensnare live prey in their coils, penetrating their flesh and extracting their bones to form more of the deadly stalks. Victims of the Bonetaker Vines are kept alive throughout this process, which can take months, though they can be rescued before the process is complete.

Gemstone Crocodiles
The River of Chains is home to a wide variety of creatures, but none stranger than the Gemstone Crocodiles. Made purely from rubies and sapphires, these creatures are relatively placid, swimming lazily on the river's currents. Despite their strange appearance, they eat and breed and grow much as other crocodiles do. (More info on the River of Chains under "Locations within the Cradle".)

The Non
Born from the Black in the 11th Stratum, the Non are animalistic beings from outside of existence. Pitch black in colour with vicious teeth and claws, they come in a variety of shapes and sizes, but are surprisingly tame and extremely loyal if befriended, willing to defend anyone to whom they are loyal to the death. The Non do not eat matter, but ideas - items they feed on are not devoured but become dull to the eyes of reality for a moment, ceasing to be what they were but instead appearing as a mass of base parts and materials. Ideas are tough, however, and this effect ends the moment the Non stop feeding. As they feed and age Non grow larger, eventually becoming roughly the size of a house. If they have no companion or other reason to stay in existence once they reach this stage, they will return to the Black, never to be seen again. Shortly after their return to the Black two new Non creatures will emerge, each the size of a small dog. These young Non are very sociable and playful, often climbing all over their larger kin and play-fighting with each other. (More info on the Black under "Locations within the Cradle".)

Magic:
The Five Magics
By drawing on the fundamental forces of the universe, beings can utilise the power of the Five Magics: Spellcasting, Illusion, Enchantment, Alteration, and Conjuration.

Spellcasting is a generalised form of magic, useful for any purpose. However Spellcasting requires verbal incantations to work, and is extremely difficult without expending material components. The other four magics can involve incantations, but often only require material components and ritual gesturing to function.

Illusion allows for the creation of false images, sounds, and other sensations. The most powerful of these can even become physically real for a short time.

Enchantment allows for the supernatural improvement, enhancement, and repair of an existing item. This includes such applications as the healing of wounds and enhancing the sharpness and durability of swords.

Alteration - sometimes called Alchemy - allows for the transformation of one object into another, both in terms of material and shape. For example, a bronze ingot may become a steel blade.

Conjuration allows for the caster to summon items and entities to themselves, either by creating them entirely from magic or more usually by summoning an existing instance to them.

The Five Magics do not come without limitations; they cannot be used to change the past, they cannot make someone fall in love with the caster, and all spells come with a price. This price may be in the form of material components or even the lives of sapient beings, or it may be months of study and practice.

Mastering a spell may take weeks or months for a novice, whilst a masterful magician may take only hours to fully understand it. The most powerful magics require higher material costs, but the most powerful magicians can cast spells with nothing but words or gestures. The method of casting spells of all Five Magics may be recorded in scrolls, books, or other media, which can then be learnt from.

Substances & Resources:
Pillar Ink
Pillar Ink is a thick black liquid found in pools and small reservoirs within the connecting pillars of the Worldmachine. It makes a fantastic ink, and anything written using it is supernaturally more memorable and persuasive. Those that drink it find their intelligence enhanced, and their mind filled with strange and unnatural ideas. However, the drinkers are afflicted with a crippling fear of independence and free will, and find respite only in serving another. Those without a master will frantically seek someone to submit to, or otherwise collapse as though exhausted until someone grants them the mercy of subjugation.

Astranic Plates
Each Strata has an outer layer of Astranic Plates - reflective, glowing crystal panels - to act as a sky to the Stratum below it. This is true even of the 11th Stratum, making it possible to mine down all the way through the Stratum and extract the Astranic Plates underneath. These plates are fragile and hard to extract, as they may easily fall to the 12th Stratum below once loose. However these plates act as perfect mirrors, and glow with life-giving light and warmth according to their Stratum's day/night cycle, regardless of where they are.

Ceruel & Scarlet
Two liquids found in the deep mechanisms of the Worldmachine. Ceruel is a vibrant blue superfluid that acts as a coolant. Occasionally Ceruel leaks from the machine into the 11th Stratum, forming freezing ice volcanoes. Scarlet is a deep red liquid that is extremely viscous and highly volatile, corroding almost any material container. When lit Scarlet holds a flame longer than any other fuel source of equal volume. Scarlet can also form a potent medicine if properly distilled, curing all but the most terrible diseases. The only material that can safely contain both liquids is Vyzantic Obsidian, however should the two ever mix the resulting reaction will destroy both liquids and cause extensive devastation to the region it occurs in.

Vyzantic Obsidian
Deep in the deserts of the 11th Stratum the Worldmachine generates "trees" of Vyzantic Obsidian - a black, reflective crystalline substance. These trees are tall - generally between 50 and 300 feet in height - and hard to access, but Vyzantic Obsidian is a valuable resource as the edges of Vyzantic flakes are some of the sharpest blades possible, and are nigh-weightless. Vyzantic Obsidian can be easily "peeled" from the trees in thin sheets.

Arachnic Netting
The Arachnic Netting is a web of strands so thin they can barely be seen that permeates the mechanisms of the Worldmachine, most notably in a thick layer underneath the Astranic Plates of each Stratum. Though thin, the strands are incredibly strong, especially if woven together into ropes or textiles. However the Worldmachine takes notice of damage to its wiring, and extensive extraction may provoke an attempt at self-defence from it.

Golden Apples
These fruits appear to be made of polished gold, all the way to the core, and yet can be eaten like a normal fruit. Upon eating a Golden Apple a being is healed of all wounds and illnesses, and are immortal as long as they remain in Syn. If they leave this immortality is lost, but the eater gains a temporary invulnerability to fire that fades over the course of a few weeks. (More info on Syn under "The Strata of the Worldmachine".)

Crystalline Mana
Iridescent crystals that flash and sparkle with a chaotic energy of their own. Those who know how to use them can release that energy, expending the crystals to aid in casting magic. They grow in strange fields in Syn, the 1st Stratum. (More info on Syn under "The Strata of the Worldmachine".)

Syndium
Only found on Syn, Stratum I of the Worldmachine, Syndium is a flame-red metal found molten in pools and oceans, but when cooled down it is immeasurably strong, never rusts, cannot be re-melted outside of Syn, and holds an edge so sharp it can cut through near anything. The inertia of objects striking Syndium is negated - things stop immediately upon contact - though the metal itself is nigh-weightless. It also acts as a perfect sink for heat and magic, in addition to the natural magic infused into it. (More info on Syn under "The Strata of the Worldmachine".)

Void Ice
Void Ice is not ice in any true sense, but a smoky crystal of pure unreality that draws in all heat and energy. Beings that consume these crystals find their blood frozen but are still able to move, albeit without a will of their own as the Void Ice draws in their mind and soul as well. Comets of this ice appear in the non-existence outside the Worldmachine, and are prevented from falling in only by a forcefield that is projected out beyond Fu, the 20th Stratum. (More info on Fu under "The Strata of the Worldmachine".)

Fumite
Fumite - a pitch black metal that is powerfully radioactive and magnetic, as well as being a superconductor at room temperature. Fumite counteracts the force of gravity and causes objects to levitate, reforms to its original shape regardless of how much it is bent (unless it has been melted), and amplifies the energy output of reactions by several orders of magnitude. Fumite is only found in Fu, the 20th Stratum, where it makes up the Stratum's floating islands. (More info on Fu under "The Strata of the Worldmachine".)

The Future:
The Worldmachine, young and fresh from the mother's womb, thrums and pulses with life and vitality. But it will age, and with age may come weakness, disaster, and decay. None can say for certain what the future holds, but were the world orphaned it would find itself fragile, and susceptible to the corruption that lies outside of existence. Let us hope, then, that Serenity never dies.
 
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The Minla are a rather long lived race all things considered, living for several hundred years (about 500) on average.

The Minla give birth to, on average, about 4-6 children every birth. (I can't find where it said how more Minla are produced, but I do t think that they had how many were birthed)

However, this has an effect on their reproduction rate, meaning that they have fewer births her year, only about 8 per 1,000 Minla. (This is really fucking tiny, as in it's about how many us humans make halved for that number, but it's just big enough than the Minla aren't in danger of going extinct, the birth/death rate is 13-10, not taking the multiple children born)
 
The Minla are a rather long lived race all things considered, living for several hundred years (about 500) on average.

The Minla give birth to, on average, about 4-6 children every birth. (I can't find where it said how more Minla are produced, but I do t think that they had how many were birthed)

However, this has an effect on their reproduction rate, meaning that they have fewer births her year, only about 8 per 1,000 Minla. (This is really fucking tiny, as in it's about how many us humans make halved for that number, but it's just big enough than the Minla aren't in danger of going extinct, the birth/death rate is 13-10, not taking the multiple children born)

The Minla have centralised reproduction, with each hive having a Mother-Queen that is the sole producer of children. I'm not sure if you want to make any changes to your turn as a result - the stuff about birth and death rates can be generalised to just the ratio of roughly 13:10 per year on average.
 
Well, regardless of whether Lazy Coyote wants to make any changes to their turn, I think it's safe to move on to the next player, so @ZeeBat, you're on!

Remember if there's nothing you want to add to the Minla or Momhu you can determine where they're initially placed in the world and in what numbers. I am still working on a map, but you should have enough information about the layout of the Cradle/Stratum XI to place them even without one.
 
Well, regardless of whether Lazy Coyote wants to make any changes to their turn, I think it's safe to move on to the next player, so @ZeeBat, you're on!

Remember if there's nothing you want to add to the Minla or Momhu you can determine where they're initially placed in the world and in what numbers. I am still working on a map, but you should have enough information about the layout of the Cradle/Stratum XI to place them even without one.
Basically? The queen isn't pumping out babies very often, but when she does she produces multiple children.
 
Placement of initial Hives and their numbers:

  • There are eight main hives, each one containing about 4000-5000 Minla.
  • They are located far from each other, under sand of the desert strata. 4 hives ares near oasis or deposits of underground water.
  • To the north of those one hive is near more rocky terrain where the ground is cooler than the rest and there are more intact minerals.
  • To the south is another hive, there are almost no resources near that hive.
  • The West and East hives have a decent amount of resources but almost no water nearby.
  • The hives are at least 2 weeks travel from each other at the closest.
 
Placement of initial Hives and their numbers:

  • There are eight main hives, each one containing about 4000-5000 Minla.
  • They are located far from each other, under sand of the desert strata. 4 hives ares near oasis or deposits of underground water.
  • To the north of those one hive is near more rocky terrain where the ground is cooler than the rest and there are more intact minerals.
  • To the south is another hive, there are almost no resources near that hive.
  • The West and East hives have a decent amount of resources but almost no water nearby.
  • The hives are at least 2 weeks travel from each other at the closest.

So there are 4 hives grouped in the desert near oases or underground reservoirs, with 1 more Hive each North, South, East, and West of that group?
 
The Minla, living in a sparse environment with low birthrates, cannot afford to waste food. Therefore, the dead of the Minla are used to feed the young of the tribe, instead of being treated with respect. This attitude towards their dead applies to the dead of other animals and creatures too, with no food being wasted. This pragmatic approach of 'if it doesn't kill you, you can eat it' has led to the development of an extremely hardy digestive system, enabling them to eat even the most rotten or disgusting food without batting an eye.
 
Turn 3 - Guiding - Creative Order

***

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)


***

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.

***

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.

***

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.

***

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. :oops:
 
The Queen-Mothers of the Minla, and in fact, all Minla, eat the dead of their people. This aspect of their society, has, over the years, become central, an almost ritualized process of respect for the dead. Those who die are reabsorbed, and it is believed that their spirits are put back whence they came, into the Queen-Mother of the hive. A religion that follows the precepts of respect for the dead through consumption is the new norm for most Minla

Almost every Minla adheres to this religion, with the only authority being higher is the Queen-Mother of the Hive that they live in. The Minla priests of this come from all hives, from all castes, brought together only by their selection from birth to become the primary leaders of this ancestral worship. These priests are seperated into three main groups. One is the Administrator-Priests, who lead the priests in policies and in practices. The Traveler-Priests are nomadic, missionary types in nature, serving as guides for those who have lost their way, need an outside ear, or need judgement to be passed when the Queen-Mother or local priest is not available. The Home-Priests remain attached to a single hive, serving the populace and leading them in ritualistic feasts and worship. The Royal-Priests guide new Queen-Mothers, indoctrinating them into the faith and serving as an experienced advisor, greatly increasing the chance that new Hives will survive.

The duties of the Administrator-Priests are these:
  1. To determine if a priest is fit for duty, or if they should be brought into the realm of the Ancestors
  2. To train the next generation of priests, so that they become unattached to any one Queen-Mother until their classification.
  3. To determine which side the Priests take in conflicts of Hives, beliefs, and castes.
The duties of the Traveler-Priests are these:
  1. To seek out and find those who do not follow the Ancestors as their guide and to show them the way.
  2. To serve as a judge for those who live outside of the bounds of the Hives or are corrupt in untouchable ways.
  3. To allow for confession on the parts of those who wish for their confessions to remain private.
The duties of the Home-Priests are these:
  1. To conduct the mass ritualistic eating of the passed, reabsorbing their spirits and allowing them to guide the Hive.
  2. To serve as an advisor to all members of the Hive and to select trainees for the next generation of Priests.
  3. To ensure that the will of the Ancestors is done.
The duties of the Royal-Priests are these.
  1. To guide new Queen-Mothers into the light of the Ancestor Spirit and to ensure the survival of new hives.
  2. To establish a church presence in all new Hives.
  3. To serve as a codex of wisdom from which the Queen-Mother can draw upon to face threats and to add to the knowledge of the Church as a whole.
To specify more about the beliefs of the Church, they believe that every Minla who is 'reabsorbed' into the Minla Hive is reabsorbed into the Ancestor Spirit, a collective entity who watches over all Minla. The Ancestor Spirit is not the creator of the world or a god, but is instead the 'Great Hive', from which all Minla come from, and from whence they return. The Church is, of course, the mouthpiece of the Great Hive/Ancestor Spirit and is backed by it in whatever sides it chooses to take. Currently, Church policies accept all except for those who have chosen to be hostile to the Church. Renegade Hives such as those typically find themselves facing the military of several Church hives who lead a Crusade or have a 'holy war' against the heretics. However, hereticism isn't an offense on its own, except for some of the more fanatical Hives. The center of the Church is in the Fourth Minlan Hive, which is where the Administrator-Priests reside in a seperate part of the Hive from the rest of the Minla. That sanctum is the only place where Queen-Mothers are forbidden. The Church has lasted for thousands of years, it is a strong force, and it will surely last for thousands more, barring any major upheavals.
 
The Queen-Mothers of the Minla, and in fact, all Minla, eat the dead of their people. This aspect of their society, has, over the years, become central, an almost ritualized process of respect for the dead. Those who die are reabsorbed, and it is believed that their spirits are put back whence they came, into the Queen-Mother of the hive. A religion that follows the precepts of respect for the dead through consumption is the new norm for most Minla

Almost every Minla adheres to this religion, with the only authority being higher is the Queen-Mother of the Hive that they live in. The Minla priests of this come from all hives, from all castes, brought together only by their selection from birth to become the primary leaders of this ancestral worship. These priests are seperated into three main groups. One is the Administrator-Priests, who lead the priests in policies and in practices. The Traveler-Priests are nomadic, missionary types in nature, serving as guides for those who have lost their way, need an outside ear, or need judgement to be passed when the Queen-Mother or local priest is not available. The Home-Priests remain attached to a single hive, serving the populace and leading them in ritualistic feasts and worship. The Royal-Priests guide new Queen-Mothers, indoctrinating them into the faith and serving as an experienced advisor, greatly increasing the chance that new Hives will survive.

The duties of the Administrator-Priests are these:
  1. To determine if a priest is fit for duty, or if they should be brought into the realm of the Ancestors
  2. To train the next generation of priests, so that they become unattached to any one Queen-Mother until their classification.
  3. To determine which side the Priests take in conflicts of Hives, beliefs, and castes.
The duties of the Traveler-Priests are these:
  1. To seek out and find those who do not follow the Ancestors as their guide and to show them the way.
  2. To serve as a judge for those who live outside of the bounds of the Hives or are corrupt in untouchable ways.
  3. To allow for confession on the parts of those who wish for their confessions to remain private.
The duties of the Home-Priests are these:
  1. To conduct the mass ritualistic eating of the passed, reabsorbing their spirits and allowing them to guide the Hive.
  2. To serve as an advisor to all members of the Hive and to select trainees for the next generation of Priests.
  3. To ensure that the will of the Ancestors is done.
The duties of the Royal-Priests are these.
  1. To guide new Queen-Mothers into the light of the Ancestor Spirit and to ensure the survival of new hives.
  2. To establish a church presence in all new Hives.
  3. To serve as a codex of wisdom from which the Queen-Mother can draw upon to face threats and to add to the knowledge of the Church as a whole.
To specify more about the beliefs of the Church, they believe that every Minla who is 'reabsorbed' into the Minla Hive is reabsorbed into the Ancestor Spirit, a collective entity who watches over all Minla. The Ancestor Spirit is not the creator of the world or a god, but is instead the 'Great Hive', from which all Minla come from, and from whence they return. The Church is, of course, the mouthpiece of the Great Hive/Ancestor Spirit and is backed by it in whatever sides it chooses to take. Currently, Church policies accept all except for those who have chosen to be hostile to the Church. Renegade Hives such as those typically find themselves facing the military of several Church hives who lead a Crusade or have a 'holy war' against the heretics. However, hereticism isn't an offense on its own, except for some of the more fanatical Hives. The center of the Church is in the Fourth Minlan Hive, which is where the Administrator-Priests reside in a seperate part of the Hive from the rest of the Minla. That sanctum is the only place where Queen-Mothers are forbidden. The Church has lasted for thousands of years, it is a strong force, and it will surely last for thousands more, barring any major upheavals.

Awesome! Though you'll still need to define which hive is the Fourth Minla Hive that is the centre of the church, since the 8 hives aren't ordered in any way. Is it one of the four central hives or one of the ones off in a cardinal direction?
 
Though the religion of the Minla originally only explicitly ordered the act of eating their own dead, as time passed this tenet grew and changed to become more encompassing, more thorough, more gluttonous, until finally it was corrupted beyond all recognition. Though the Minla still devour their fallen to usher them into the arms of the Ancestor Spirit, its warping and growth has turned them into a blight and a plague on the lands they inhabit.

At first, the alterations to the core belief of the Minla were minor and reasonable; expanding their consumption of the fallen to also include devouring respected predators, fruit-bearing trees at the end of their life, objects of significance and worth, and so forth. Honouring them and granting them a future as part of the Minla Great Hive. These expansions on the original truth were considered minor enough by the priests that they were at first accepted as a harmless variation, and through this over time became fully incorporated in their religion as a whole. A change that at the time was harmless, but that heralded future disaster.

Over the years, the creed of the Minla expanded until it was custom for the Minla to devour everything around them, expanding the Great Hive by feeding it the fruits of the material world. Creatures that would otherwise be too small to be considered worth eating would be hunted and devoured until there were none were left, whilst normal prey would be slaughtered and consumed en-mass regardless of the hive's current needs. Plants and trees would be stripped bare from the earth, their seeds and bulbs consumed without mercy, regardless of whether they would grow food or have a use for the Minla if left alive. Even other still living Minla did not escape this blight, as it became a sign of importance and position for them to devour their fellows; a Minla Queen who was well-off could afford to have her workers or warriors brought before her so she might consume them in person while they still lived, and in doing so 'honour' them by delivering them to the Great Hive early.

But despite this despoiling of not only the lands the Minla inhabited, but their own hives and own kind, the worst was yet to come.

As the religion of the Minla warped further and further, the priesthood was split into two factions: those who accepted and embraced the changes that were occurring, and those that rejected them as blasphemy. And though for a time the two groups were able to coexist, eventually the schism became too great. The followers of the old ways saw the growing destructive nature and gluttony of their fellows, saw how the hive that ruled their own hierarchy was preaching the virtues of this destructive indulgence, and knew they could not stand by any further. And so the first Great War of the Minla- the War of Blight- began.

At the time of the wars' beginning the orthodox hives were few in number; by the time the priests acted only two of the eight Minla hives- both of central four- followed the old ways. Of the remaining six a single hive- again one of the central hives- stood as a religionless renegade, refusing to participate in the war, whilst the remaining five followed the new ways. However, despite this seemingly insurmountable advantage of numbers the hives of the new religion suffered from a crippling weakness. Whilst the two hives that practiced the old ways stood united as one and were close enough to support each other, the hives of the new religion were not only scattered by distance, but fractured- turning on one another as they saw opportunities to feed and become stronger and grow the Great Hive, or forging uneasy alliances of convenience only to turn on one another later.

As a result the war stretched on for decades, alternating between long period of tense standoffs and short but repeated and bloody engagements, and for a time there was a seemingly unbreakable stalemate. But in the end, it could not last. One of the hives that followed the new way was able to subsume three of its fellows, and turn that might upon the followers of the old. Outnumbered two-to-one the orthodox hives were all but annihilated, with only a scant few survivors escaping with their lives, and hives honouring the new ways took their places. And with that, the War of Blight was ended, and the Minla were forever changed.

Though they still do not force their beliefs on other hives by doctrine, even renegade hives have been heavily influenced in their behaviour by the Minla's religion, consuming the resources and life of the regions around them far in excess of what they need. Those hives who do follow the Minla religion, meanwhile, honour and feed the Great Hive by not only returning their dead to it, but by denuding the lands they inhabit of all living beings, plants, and other consumable resources.

Through this behaviour in combination with Minla's adaptive abilities, a behavioural pattern has been established in how Minla hives operate. When an area is newly occupied they will adapt and specialise towards mass consumption and population growth, becoming more and more adept at stripping their surroundings bare. However, as pickings slim and life fades from the land, these adaptations reverse- the hive becomes specialised towards survival and efficiency, allowing them to remain in place long enough to completely annihilate whatever ecosystem remains after their initial depredations. And then, once even these adaptations are no longer enough to allow the hive to survive, they move on to greener pastures and repeat the cycle, leaving nothing but a lifeless wasteland in their wake.

An offering of life to build the Great Hive, and worship the Ancestor Spirit.

A blight upon the world, spreading and consuming everything upon it.
 
Though the religion of the Minla originally only explicitly ordered the act of eating their own dead, as time passed this tenet grew and changed to become more encompassing, more thorough, more gluttonous, until finally it was corrupted beyond all recognition. Though the Minla still devour their fallen to usher them into the arms of the Ancestor Spirit, its warping and growth has turned them into a blight and a plague on the lands they inhabit.

At first, the alterations to the core belief of the Minla were minor and reasonable; expanding their consumption of the fallen to also include devouring respected predators, fruit-bearing trees at the end of their life, objects of significance and worth, and so forth. Honouring them and granting them a future as part of the Minla Great Hive. These expansions on the original truth were considered minor enough by the priests that they were at first accepted as a harmless variation, and through this over time became fully incorporated in their religion as a whole. A change that at the time was harmless, but that heralded future disaster.

Over the years, the creed of the Minla expanded until it was custom for the Minla to devour everything around them, expanding the Great Hive by feeding it the fruits of the material world. Creatures that would otherwise be too small to be considered worth eating would be hunted and devoured until there were none were left, whilst normal prey would be slaughtered and consumed en-mass regardless of the hive's current needs. Plants and trees would be stripped bare from the earth, their seeds and bulbs consumed without mercy, regardless of whether they would grow food or have a use for the Minla if left alive. Even other still living Minla did not escape this blight, as it became a sign of importance and position for them to devour their fellows; a Minla Queen who was well-off could afford to have her workers or warriors brought before her so she might consume them in person while they still lived, and in doing so 'honour' them by delivering them to the Great Hive early.

But despite this despoiling of not only the lands the Minla inhabited, but their own hives and own kind, the worst was yet to come.

As the religion of the Minla warped further and further, the priesthood was split into two factions: those who accepted and embraced the changes that were occurring, and those that rejected them as blasphemy. And though for a time the two groups were able to coexist, eventually the schism became too great. The followers of the old ways saw the growing destructive nature and gluttony of their fellows, saw how the hive that ruled their own hierarchy was preaching the virtues of this destructive indulgence, and knew they could not stand by any further. And so the first Great War of the Minla- the War of Blight- began.

At the time of the wars' beginning the orthodox hives were few in number; by the time the priests acted only two of the eight Minla hives- both of central four- followed the old ways. Of the remaining six a single hive- again one of the central hives- stood as a religionless renegade, refusing to participate in the war, whilst the remaining five followed the new ways. However, despite this seemingly insurmountable advantage of numbers the hives of the new religion suffered from a crippling weakness. Whilst the two hives that practiced the old ways stood united as one and were close enough to support each other, the hives of the new religion were not only scattered by distance, but fractured- turning on one another as they saw opportunities to feed and become stronger and grow the Great Hive, or forging uneasy alliances of convenience only to turn on one another later.

As a result the war stretched on for decades, alternating between long period of tense standoffs and short but repeated and bloody engagements, and for a time there was a seemingly unbreakable stalemate. But in the end, it could not last. One of the hives that followed the new way was able to subsume three of its fellows, and turn that might upon the followers of the old. Outnumbered two-to-one the orthodox hives were all but annihilated, with only a scant few survivors escaping with their lives, and hives honouring the new ways took their places. And with that, the War of Blight was ended, and the Minla were forever changed.

Though they still do not force their beliefs on other hives by doctrine, even renegade hives have been heavily influenced in their behaviour by the Minla's religion, consuming the resources and life of the regions around them far in excess of what they need. Those hives who do follow the Minla religion, meanwhile, honour and feed the Great Hive by not only returning their dead to it, but by denuding the lands they inhabit of all living beings, plants, and other consumable resources.

Through this behaviour in combination with Minla's adaptive abilities, a behavioural pattern has been established in how Minla hives operate. When an area is newly occupied they will adapt and specialise towards mass consumption and population growth, becoming more and more adept at stripping their surroundings bare. However, as pickings slim and life fades from the land, these adaptations reverse- the hive becomes specialised towards survival and efficiency, allowing them to remain in place long enough to completely annihilate whatever ecosystem remains after their initial depredations. And then, once even these adaptations are no longer enough to allow the hive to survive, they move on to greener pastures and repeat the cycle, leaving nothing but a lifeless wasteland in their wake.

An offering of life to build the Great Hive, and worship the Ancestor Spirit.

A blight upon the world, spreading and consuming everything upon it.

Alright, a bit of a setback, to put it mildly. Two of the central hives have been destroyed and replaced by new hives following the new ways of ritual devastation, whilst one of the outer hives has destroyed and absorbed the other three. The central hive that served as the centre of the religious hierarchy has switched to the new orthodoxy, whilst the one remaining hive remains neutral, though their culture has shifted to partially integrate the practice of ritual devastation and consumption, though not on an absolute scale like the other hives. The four hives practicing the new ways will need to periodically relocate as they destroy their surroundings, and will be particularly weak as they've given up any sensible resource management in favour of eating everything as soon as possible. The one neutral/renegade hive won't need to relocate, but its increased consumption will weaken the ecosystem around it.

So, @TheGrudgeKeeper, where do the Minla go from here?
 
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