[X] Plan: Plan 1
-[X][Krownin] Krownin have started to cloak their other wing heavily with barrier magic to repel fire magic and predators in general
-[X] [Squishgrass] Squishgrass have grown sturdier roots to prevent them from being uprooted easily. This also has the side effect of hardening and compacting the ground where they grow.
[X] Mentalism
-[X][Farmbrain/Heartsnot] Between the mental powers of the Farmbrain and the empathic powers of the Heartsnot, a Heartbrain has evolved. While weak on it's own, the Heartbrain can pool the combined mental/magical strength of cooperating Heartsnots, Farmbrains as well as other Farm-Species to achieve telepathic and magical effects that they weren't able to do so before.
-[X][Sandgoblets/Kandlehives] Repeating their success with the Prismlet, the Farm-Species have developed a Sungoblet (Honeygoblet? Honeyhive?) that uses the mostly untapped energy of the sun to produce food in the form of Honey.
Just caught up on everything, really interesting quest. The Krow feel like they haven't had enough focus, and we have more than enough Farm species lore already, so voting for it.
[X] Colder Weather, but I'll See You again.
-[X] Fishdeeps develop blubber to insulate themselves allowing for colder climates and food storage. Allowing a time to hibernate in between feedings.
-[X] The Stone Gobseas sink down into the Deep. Often dieing but lately enough have survived to evolve a type of coral that surrounds the heat vents below. Sharing the heat with each other. Often this heats up their nectar nuts to the point they become gaseous and occasionally break of from the seafloor bound Stine Gobseas to float up to the surface. Only for a new Gobsea to grow and begin the cycle anew. From above the bioluminescent lights look like an active city.
I've got a bit of an idea forming, for next turn. A big problem now is everything dying from bursting into flames spontaneously, right? Maybe we could have the Squishgrass and Aerokreb form a symbiotic relationship, shaped after the water cycle. Squishgrass spores could rise up into the air and cling to Aerokrebs, until they grow large enough to be dropped off in a safe area to spread the adult version. Kinda like how water vapor rises up into the air, turns into clouds, and then condenses into rain.
All the spores, holding water magic within, would serve as a sort of humidity, insulating other creatures and stopping them from being set alight. Maybe the creature slot could be a krow type, who supplements this with wind. This would hopefully save both of the endangered Krows, the Aerokreb, AND Squishgrass.
The Gobsea evolution looks interesting, maybe I will vote for this next turn. I will hold off for now because I would like the Krownin to have their evolution.
I also had these ideas that could maybe be fused with future plans.
-[] Fishjaws have begun to lay eggs, which they burry the sand under the roots of plants in order to keep them warm. When hatched their young will use their powerfull jaws to gnaw on the roots of these plants.
-[] Some Nightmarespore have grown cold in their hearts due to the constant nightmares desiring hope again they have begun to extrude the cold in their hearts, which created icy shells which isolated them from the cold on the surface of the ocean as they shared sharing the warm love with other spores whose shells have fused with their own.
Because Wytchbrains are able to produce a variety of spell effects with their brews, the predators which largely target the Farm-species population are unable to meet their dietary quotas. Packsmashers and Packjumpers will go extinct in 9 turns and 6 turns respectively.
It would be nice if we could save the Packs in order to retain some terestial Rokreb genome.
The alpha Packjumper has a long nose. Maybe we can solve their dietary needs by shrinking them down and having them steal only small amounts of blood and Fruitsap per time they eat.
It would be nice if we could save the Packs in order to retain some terestial Rokreb genome.
The alpha Packjumper has a long nose. Maybe we can solve their dietary needs by shrinking them down and having them steal only small amounts of blood and Fruitsap per time they eat.
I love the packs, but I think the jumper in particular might be a lost cause. Both it and the Squishgrass have 2 turns till they die, and saving the water-element Producer is probably more integral to the survival of other species. Hopefully we can rescue the Smasher in future turns.
I'm afraid of being asleep when the update goes up, and missing the vote, so I'm gonna just paste my draft for NEXT turn here first. Subject to change, of course, since the result of Mentalism is still a mystery.
[] Ashes to Ashes, Spores to Spores
-[] Water and Wind come together to deal with the constant ignition. The Squishgrass develops the ability to produce diminutive spores, each holding small amounts of Water Magic. They constantly produce these spores in a large quantity, saturating the air itself and sending up a rising stream of young. The young are fed on by Aerokreb, but any excess end up clinging to their bodies and developing there, until they become too heavy and drop off their flying hosts. They then hit the ground and seed it with their adult forms once more.
-[] The Windgard continue developing their mastery over aerokinesis, using it to blow spores through the air and sculpt the water-rich masses into the right shape. They serve as shepherds of sorts, to both the Kreb and Squishgrass, ensuring that a balance is kept between the substances. Proximity to these masses of non-liquid water in the sky can save them from being ignited by the Kandles.
Edit: Might replace the Windgard with Rokrebs in the actual voting post. We're about to lose the ENTIRE finned line, which I'd really like to avoid!
-[] The Windgard continue developing their mastery over aerokinesis, using it to blow spores through the air and sculpt the water-rich masses into the right shape. They serve as shepherds of sorts, to both the Kreb and Squishgrass, ensuring that a balance is kept between the substances. Proximity to these masses of non-liquid water in the sky can save them from being ignited by the Kandles.
I'm afraid for another situation where all branches of the Krebs held captive.
Part of me wants to steal the squishgrass idea and tack it onto my Fishjaw idea.
The idea behind my Fishjaws is that we may adapt them later into being full worms.
-[] Fishjaws have begun to lay eggs, which they bury the sand under the roots of plants in order to keep them warm. When hatched their young will use their powerful jaws to gnaw on the roots of these plants.
I'm afraid for another situation where all branches of the Krebs held captive.
Part of me wants to steal the squishgrass idea and tack it onto my Fishjaw idea.
The idea behind my Fishjaws is that we may adapt them later into being full worms.
-[] Fishjaws have begun to lay eggs, which they bury the sand under the roots of plants in order to keep them warm. When hatched their young will use their powerful jaws to gnaw on the roots of these plants.
Feel free to, yeah. Krebs and something to save it are more important than reinforcing the Winggard after all, they'll probably be safe enough with the Squish evo. Though, if we split parts of votes, any idea what happens if it wins? Who loses the ability to vote next round?
[X] Plan: Plan 1
-[X][Krownin] Krownin have started to cloak their other wing heavily with barrier magic to repel fire magic and predators in general
-[X] [Squishgrass] Squishgrass have grown sturdier roots to prevent them from being uprooted easily. This also has the side effect of hardening and compacting the ground where they grow.
[X] Mentalism
-[X][Farmbrain/Heartsnot] Between the mental powers of the Farmbrain and the empathic powers of the Heartsnot, a Heartbrain has evolved. While weak on it's own, the Heartbrain can pool the combined mental/magical strength of cooperating Heartsnots, Farmbrains as well as other Farm-Species to achieve telepathic and magical effects that they weren't able to do so before.
-[X][Sandgoblets/Kandlehives] Repeating their success with the Prismlet, the Farm-Species have developed a Sungoblet (Honeygoblet? Honeyhive?) that uses the mostly untapped energy of the sun to produce food in the form of Honey.
[X] Colder Weather, but I'll See You again.
-[X] Fishdeeps develop blubber to insulate themselves allowing for colder climates and food storage. Allowing a time to hibernate in between feedings.
-[X] The Stone Gobseas sink down into the Deep. Often dieing but lately enough have survived to evolve a type of coral that surrounds the heat vents below. Sharing the heat with each other. Often this heats up their nectar nuts to the point they become gaseous and occasionally break of from the seafloor bound Stine Gobseas to float up to the surface. Only for a new Gobsea to grow and begin the cycle anew. From above the bioluminescent lights look like an active city.
Interbreeding between the exiled Farmbrains and Heartsnots have resulted in a psychically potent breed of Farm-species.
The Psibrains are fanatically loyal to their Farmbrain ancestors and are the solution to the Wytchbrains' magic. They allow the exiled farmspecies to compete with their more magical counterparts.
By combining genes from the fire aspected Kandlehives and the salt-producing Sand Goblets, the Wytchbrains have developed a new plant that converts sunlight into a salty substance called "Honey".
-----
Frogmilkders have gone extinct, replaced by their Earth Frilker counterparts
Smalldrones continue to attack Squishgrass, ruining the Wytchbrains' crops and replacing it with Kandlehives. Luckily, the new crop prevents the Wytchbrains from starving, however should the Squishgrass go extinct, the Farmbrains will be in trouble as they rely on Squishgrass to grow Prismlets
There's an epidemic going around the Smalldrones. They develop high fevers that render their queens infertile. It is discovered that this fever is a result of dwelling in Kandlehives and constantly being exposed to Fire magic. Unless they adapt to the high amounts of fire magic they're exposed to, they will go extinct in 6 turns.
The same applies for the Krowtors who are contracted to Smalldrones. They will go extinct in 6 turns.
Choose 1 Monster to evolve and 1 Plant monster to evolve
--Animals--
>Heartsnot
>Psybrain
>Farmbrain
>Stormbrain
>Wytchbrain
> Fishdeep (Will go extinct in 2 turns)
> Fishjaw (Will go extinct in 4 turns)
>Necrodeep
>Smalldrone (Will go extinct in 6 turns)
>Earth Frilker
>Aerokreb (Will go extinct in 2 turns)
>Greater Fin Rokreb (Will go extinct in 1 turns)
>Farmslasher
>Packsmasher (Will go extinct in 4 turns)
>Packjumpers (Will go extinct in 1 turns)
>Krownin (Will go extinct in 2 turns)
>Krowtor (Will go ectinct in 6 turns)
>Lava Megator
>Windgard (Will go extinct in 2 turns)
--Plants--
>Stone Gobsea
>Kandlehive
>Honeyhive
>Prismlet
>Sand Goblet (Will go extinct in 2 turn)
>Branch Sandlet
>Sandlet Tricolor
>Aerograss
>Squishgrass (Will go extinct in 1 turns)
>Nightmarespore
>Bonemeat
[X] Plan: new children
-[X] Fishjaws have begun to lay eggs, which they bury the sand under the roots of plants in order to keep them warm. When hatched their young will use their powerful jaws to gnaw on the roots of these plants.
-[X] Water and Wind come together to deal with the constant ignition. The [Squishgrass] develops the ability to produce diminutive spores, each holding small amounts of Water Magic. They constantly produce these spores in a large quantity, saturating the air itself and sending up a rising stream of young. The young are fed on by Aerokreb, but any excess end up clinging to their bodies and developing there, until they become too heavy and drop off their flying hosts. They then hit the ground and seed it with their adult forms once more.
[] Plan: new children
-[] Fishjaws have begun to lay eggs, which they bury the sand under the roots of plants in order to keep them warm. When hatched their young will use their powerful jaws to gnaw on the roots of these plants.
-[] Water and Wind come together to deal with the constant ignition. The [Squishgrass] develops the ability to produce diminutive spores, each holding small amounts of Water Magic. They constantly produce these spores in a large quantity, saturating the air itself and sending up a rising stream of young. The young are fed on by Aerokreb, but any excess end up clinging to their bodies and developing there, until they become too heavy and drop off their flying hosts. They then hit the ground and seed it with their adult forms once more.
Yeah, this seems like it'll save the Rokrebs too, since the eggs are gonna be vulnerable to predation. Got my vote.
[X] Plan: new children
-[X] Fishjaws have begun to lay eggs, which they bury the sand under the roots of plants in order to keep them warm. When hatched their young will use their powerful jaws to gnaw on the roots of these plants.
-[X] Water and Wind come together to deal with the constant ignition. The [Squishgrass] develops the ability to produce diminutive spores, each holding small amounts of Water Magic. They constantly produce these spores in a large quantity, saturating the air itself and sending up a rising stream of young. The young are fed on by Aerokreb, but any excess end up clinging to their bodies and developing there, until they become too heavy and drop off their flying hosts. They then hit the ground and seed it with their adult forms once more.
Yeah, this seems like it'll save the Rokrebs too, since the eggs are gonna be vulnerable to predation. Got my vote.
The Rokreb's problem is that they've been eating Sandlet Tricolor, which has been feeding on crystallized decay, infecting them with the same decay that can be found on corpses