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File: EvoGame-Planet-Essari-14.png (1.47 MB, 5333x2750)
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Hello again fellow creators and questers. It's been a while since I've had the time to do this, but finally I have a period of time to pick up my EvoGame series. This thread marks a particularly important point in the Essari series, as this will be the last thread major evolutions will be allowed. Afterwards, all evolutions in this game will predominantly be restricted to small, speciation evolutions. So this is your cue to go ballistic with the evolution ideas.

As GM, I'll do my best to actively work on phylogeny charts to track the evolutions, and also make random events for the world to drive evolution down new paths. Since I've done this a few times now, and taken the time to observe/lurk on other EvoGames, I've picked up a few new tricks to keep everything organized and streamline too.

How to play:
• Open an image of a species in MS Paint, or your editor of choice
• Make one evolutionary change to that species
• Save as .PNG!
• Post your new species in the thread with a description of what evolution you've added and why.
• Details indicating what the generation of your species is important. Please indicate. (Base Organisms are Generation 0)
• Details regarding a creatures size or name aren't necessary, but are encouraged.
• Nothing too outlandish. Anything incredibly silly or outlandish will not be considered a canon species 95% of the time.

Notes:
• Unless stated explicitly, no species ever goes extinct. Old species can still evolve, even if they're not on the latest "chain"
• Try to make your evolutions gradual and realistic in biological standards.
• I will be providing a comprehensive Phylogeny Chart on the Wednesday following this thread.
• Every 72-96 hours there will be a New Event: The Emra Evolution. (More details on that in a later post.)
• We now have seven sapient organisms on the planet, which at the moment are the forerunners for the future Tribal/Civ elements to implemented into the EvoGames I run.
• This will be Thread 2 of 6(or 7?) for the Return to Essari series, before we return to the Moon Worlds series.

New to the Game?:
•There are a large number of creatures that already exist, so it may make hopping into this game a little daunting, but trust me when I say I've made sure to leave you with the tools to understand all the old organisms, and all new organisms will be welcomed with open arms.
• We also have a Discord to keep you up to date on EvoGame stuff, and chat with other folks. https://discord.gg/kk8eJgJ
• In this thread and in the imgur gallery will be a Blank Template that you can use to make any organisms you wish to make for this game.
• Just a note, while it doesn't matter how intertwined your organism is with the rest of ecosystem, the more dependent it is on the existence of other creatures, the more potential your organism has to survive.

The map above is the present state of Essari. Organisms, details on the world, sentient organisms rules, and more in the next post.
>>
--World Setting--
A little less than 30 million years has passed now since the great extinction that ended the Autumignis Era. Life since then has returned throughout much of the now colder and drier Essari world. The expanses of nearly uninhabited deserts and arid land are now gradually being filled with new, resilient organisms that are making etching out new ecosystems in these extreme habitats. Even the skies are abundant with new life that has centered itself on the migrant colonies of Cloud Algea, or more commonly referred to Fluffbubbles of the Essari skies. In addition to this, new and inquisitive organisms have sprang around the world, each showing signs of being just a little wiser than the majority of organisms living on Essari, and may one day prove to be the precursors for civilization.

And then there is Emra. Initially being considered an eldritch threat to all life by the satellites of The Librarian, an analyzed revision to this classification denotes a more apt definition of what is now considered the last living Braffberg on Essari. The creature is believed to be akin to a biological computer, with an insatiable thirst for knowledge of its native world. While not precisely a threat to life anymore, its large size and search for resources leaves any food source beneath Emra at its mercy, in addition to the relay network of AA-Nodes that provide Emra with a wealth of stored resources and information regarding local events happening throughout the world. While perhaps ominous, Emra’s activities do not bare open malice to life in general, but time will tell if this should change.

-- Size Increment Chart--
• Size 1: Sugar Ant (0.01 - 1 cm)
• Size 2: Bumblebee (1.01 - 2.5 cm)
• Size 3: Mosquitofish (2.5 - 5 cm)
• Size 4: Poison Dart Frog (5 - 10 cm)
• Size 5: Giant Water Bug (11 - 20 cm)
• Size 6: Birdwing Butterfly (21 - 35 cm)
• Size 7: Horseshoe Crab (35 - 70 cm)
• Size 8: Australian Trumpet Snail (71 - 100 cm)
• Size 9: Japanese Giant Salamander (100 - 150 cm)
• Size 10: Aldabra Giant Tortoise (150 - 200 cm)
• Size 11: Leatherback Sea Turtle (2.01 - 2.5 m)
• Size 12: Mekong Giant Catfish (2.5 - 3 m)
• Size 13: Giant Pacific Octopus (3 - 4 m)
• Size 14: Ocean Sunfish (4.1 - 4.6 m)
• Size 15: Tiger Shark (4.6 - 5.2 m)
• Size 16: White Sturgeon (5.2 - 5.8 m)
• Size 17: African Elephant (5.8 - 6.5 m)
• Size 18: Great White Shark (6.5 - 8 m)
• Size 19: Manta Ray (8.1 - 9 m)
• Size 20: Porites Coral Reef Colony (9 - 10.5 m)
• Size 21: Whale Shark (10.5 - 12 m)
• Size 22: Gigantosaurus (12 - 16 m)
• Size 23: Blue Whale (16.1 - 22 m)
• Size 24: Brachiosaurus (22.1 - 30 m)
• Size 25: Smaug, The Desolater (30m+)

Dossier, and Evolution Rules in next post.
>>
Attached here is Dossier for all the Organisms present in Essari as of the start of the Emrialatic Era. Should tell you everything you need to know about each organism. Some of these organisms is no longer present in the world, due to these missing organism either going extinct or evolving to a more advanced form. To find information regarding any of these new organisms seen in the post above, I would kindly direct you to this link for the previous thread: https://yuki.la/qst/1743424
--Organism Evolution Rules--
> Marine Organisms are allowed to freely migrate between each of the identified habitats.
> Organisms that can be found in all habitats are not discouraged, but are not too realistic in current biological standards. If you wish to create new global organisms though, then simply state how or why the organism is global, and it’ll be considered canon.
> Terrestrial/Aquatic Organisms that are regionally exclusive can only migrate between landmasses found within the said region.
> Plant Organisms may now be as large as the size 25 increment as stated above.
> Animal Organisms may now be as large as the size 25 increment as stated above.
> Silicates, Calcium, and rich quantities of Iron, Copper, Silver, Zinc, Crystal deposits, heavy metals, and many other resources are present in the environment and may be incorporated into an organisms diet/evolutions if desired.

I cannot stress this enough that I cannot say enough how happy I am that folks are still interested in these EvoGames so far in. So thank you for your patience and participation, and enjoy the game. This is a one-man job I've been doing here for the most part, and I put a decent amount of my downtime into doing this. With that said if you think and/or want to provide me with resources to help improve the quality of information we have for this EvoGame (Food Webs, Trophic Levels, Mapping of individual Landmasses, Etc.) this would be welcomed and greatly appreciated.

I should also stress that this is the last era that major evolutionary jumps and diversifications will be allowed, since in the all the threads to proceed this current one we will be moving time at a slower pace and as such, any evolutions will be more restricted to speciation changes (patterns, small anatomical changes, physiological differences, etc.) So now is the thread, for you creators to make as many diverse and wonderful organisms that you can imagine. Make it happen my friends, and please enjoy.

The next post will regard the distribution of organisms in the individual ecological communities around Essari.
>>
And my last post for tonight will concern the ecological distributions of Essari's organisms on each individual landmass. Hopefully this guide can help you better access what organisms your proposed evolution will be interacting with.

That's it. My initial barrage of posts is finished.
>>
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>>1791016
The Brould Tree climber has simply evolved into the Climber Brould. Ungainly on flat terrain, they are surprisingly agile on other surfaces. Despite impressive upper body strength, the climber generates most of it's upward mobility from very loose, flabby, stretchy, skin. The skin is contracted at the point of contact, micro wrinkles gripping any surface available.

The Climber Brould is an oddity, having nearly 45% of their internal body space dedicated to a spongy mass of gonadal tissue. A majority of the endocrine process happens in this complex organ, as well as thought process. A rudimentary brain occupies the cranium, but is mostly dedicated to operating the eye, olfactory sense, and trunk. This neurological data is in turn passed to the distributed intelligence of the gonadial brain, which relays "orders" to the true brain who executes them as general suggestions as opposed to precise control.
>>
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Reposting the stitcher from last thread for an absent bro on Discord.

Original description:

"Some Stitcher are born with a shorter set of arms, which, over the generations, turns out to not be all bad. While it limits their potential to work at range, making high construction difficult for them, the well articulated arms are perfect to work right at the production gland of crystal string, and with that right in front of their eyes.

These mutants are assigned a specific task, dubbed 'the weaver', which boils down to doing detail work: They can seperate single strands of crystal from the string they create, building pure structures or deliberate mixtures, they can make crystaline structures small enough to be used as tools, and some seem even to produce things with no clear purpose other than aesthetic value."
>>
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>>1791023
The Scutum Scorpibraf grows even larger, and as it does the iron content in its exoskeleton increases. A side/effect of this is a extremely thin layer of oxidation, rust, forming a coating over the exoskeletion. While giving the Scutum Scorpibraf a red colouring, it also seals the exoskeleton, preventing the oxidation from spreading further into it.

While the Scutum Scorpibraf hunts a variety of species, among them the stitcher >>1792372 , it now also starts to feed on the nodes of Emra. Stinging the node with its harpoon, the scorpibraf lets large parts of the node die and turn into mush by the venom, to then feed on this dead matter.
>>
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>>1791023
Some pouchytails have made a permanent home in the deserts of panoram. They've taken the role of detrivores, feeding carcasses lying in the desert, and mixing this diet with the occasional vegetation they find.
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>>1793310
Sounds more like a scavenger than a detritivore.
>>
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>>1791023
>>1791023
A crossbreeding between the chambered and shaggy fluffbubble species results in the fluffyclump.

The fluffyclump is a single huge, shaggy bubble which regularly splits into new equally large chambers over the course of its life.
>>
>>1791023
>WTF
When you return to /qst after a longtime and find a evo thread with 3 species where you made the last evolution steps.
And there are really a lot of higher species.
>>
>>1793524
They actually do something like that already. Reproduce via asexual budding, and clumping into cloud-like structures.
>>
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>>1791023
Some Suomalainen Jewol grow in bodysize and get a more round body
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>>1793799
Oh, thanks.
>>
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>>1791023
The sun is setting on the grassy plains of Sujardin, and the blue sky has slowly been replaced by a symphony of reds and purples. A small herd of Hurkun Grabrafs are quietly roaming, grazing on the field and occasionally giving off low grunts to each other. They are calm but slightly vary, offering occasional doe-eyed glances in the direction of the shadowy figures huddling together in front of the dying day. Rhythmical chattering, varying in tone, can be heard from the figures; intelligible to their small-brained Hurkun Grabraf onlookers, but a human would be able to identify it for what it truly is; Language.

It’s a pack – no, a family, of nine Thinking Grabrafs sitting in a circle. The one who speaks most of the time is an elderly Grabraf, his fur having turned ivory white with old age. Few grabrafs ever manage to live even half as long as he has, and yet the energy in his voice and the darkness of the dying day makes him seem young again. In one of his hands he holds a piece of braffibark the size of a book. Scratches cover both sides of the wooden piece, creating crude symbols and images.
Soon it becomes clear what is occurring: a story is being told, with the other members of the group occasionally interjecting to comment and ask questions:

“…and that is how the Big-beak gave the Red-back its patterns.”
“If the Big-beaks also used to live here on the plains, why do we only meet them in the forests?”
“That I do not know, youngling. And if the ancestors knew, then that knowledge has long been lost to us. This is why the scripture is important; it helps us listen to the past and speak with the future. “

---------------------------------

The thinking Grabraf’s beard growth mutates, creating false eyebrows and long hair on top of its head. Being a social animal, this mutation turns out to be advantageous. The eyebrows allowing it to better show emotion and communicate this to its peers, and the hair on top of the head becoming an object of grooming during leisure time.

>>1793505
Yesm scavenger is what I meant. Had a lapse there.
>>
>>1792372
Eventually mutations occur once again within the Stitcher species, creating another variant of Stitcher. Some Stitchers are born tougher, with more muscle mass as well as larger fat reserves. They are also slightly larger than the regular Stitchers.

These mutants, like the weavers (?), are born sterile and make up a lesser share of the Stitcher population. For every off-spring a normal stitcher, has there is a small chance of it being a "Weaver" or a "Praetor".

The Preators are fiercely loyal to their nest/house, and to a larger extent the colony. They are assigned the tasks of protecting the entrances of nests as well as assisting in gathering nutrients from the nodes. Being larger and stronger than regular Stitchers, they are less likely to get taken by the nodes, having some ability to fend the nodes' appendages off.
>>
The Greentails continue to deepen their relationship with the crystal serpents. Their dorsal plates grow into hollow, hive-like structures underneath, allowing more crystal serpents to house themselves along the Greentails. Their increased passengers also causes them to grow larger. The arrival of a Greentail can be seen by the swarm of Crystal Serpents that fall from them as they near herds of animals. The Greentails begin to target large numbers of animals, rather than weaker ones. They will stalk their now infected prey, waiting for the groups to exile weakened members or for the whole to succumb.
>>
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>>1792384
The Scutum Scorpibraf's tail harpoon mutates, turning into a single, sharp-edged stinger, coated in the red venom leaking out from it. The animal lashes its tail around like a whip, swinging the "stinger blade" in swift cutting motions, occasionally mixing in stabbing motions as it fights.
>>
>>1791023
With an abundance of grass and other sources of nutrition available, primarily in the form of other vegitation; a few of the Plains Broulders evolve to become even larger. The vegetation it carries on its back stays mostly the same size, however.
>>
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>>1796181
*Posting an inbetweener for the Thinking Grabraf, before its change in palette. The evolutionary description in the previous post will therefore be in regards to this image, and the text in this post will describe the change in the previous image.

Living on the plains, the lesser amount of braffi-based vegetation (and therefore less available braffifruit) causes the Thinking Grabrafs of Sujardin to find more sources of sustenance. The primary of these, making up nearly 45% of the Thinking Grabraf's diet, is the seeds of Essarian grass. (braffifruits making up another 50%). With the aid of their Symbiotes they gather large amounts of the grass in piles, and then start to systematically shake all of the seeds off. Most of the gathered seeds are then crushed with rocks and eaten.
Due to this change in diet, however, they get insufficient amounts of the minerals and vitamins they need to produce their original, strong colours.
>>
>>1791016
I wish I could get into these evolution games, but they're so far along that the lore is deeper than Game of Thrones.
>>
>>1798677
That's the reason why the PDF is at the start. We can also answer any questions for people in the Discord.
https://discord.gg/3akzhFn
>>
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>>1791023
The Cavernous Grabrafs start gather granite and other tough rocks, using them to widen the caves tunnels, as well as to enlarge the cave halls. By beating the rocks repeatedly against the cave walls they slowly free blocks of rock that are nearly twice the size of a regular Cavernous Grabraf, (similar to how the Egyptians used rocks to create blocks for the pyramids). These blocks are then mostly pushed outside of the cave system, creating large piles of rectangular rocks, together with other rock-debris from widening many of the tunnels.

This way more space is created for growing the Cave Braffibushes.
>>
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>>1793310
The little finger of the Deserts Pouchytail extends, and the flight-membrane follows. This improves the creatures flight-abilities while decreasing its dependency on inflating its cheek-pouches.
>>
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--Emra Evolution 3: Deep Geothermal Generator Roots & Internal Power System--
At the turn of the 270th million year, Emra is held responsible now for the extinction of the Scavenger Pouchytail. The Greentail species that had diverged from them prior to the species extinction would carry on the genes of their predecessors now, and the memory to never again assume Emra is nothing more than "a free meal." Emra had made sure to catalog the last useful mutations of the Scavenger Pouchytail: their ability to denature prions, which is now catalogued among its growing resistance and defenses against an ever-growing number of hostilities on Essari. And as one threat is wiped out, another emerges with the appearance of the Scutrum Scorpibraf. Using yet another new means of subduing its AA-Nodes defensive capabilities, it too will serve to benefit Emra's evolutions. Within a few generations, the AA-Nodes are upgraded with immunity to necrotoxin venom, and within another dozen or so, the Scutrum Scopribraf sees its population reduced by 70%.

During this time Emra has also been tackling the issue of its ever-growing metabolism uptake. Nutrients and the simple chemical energy that powers all living things; Emra requires more than this to advance.
After some experimentation, Emra has increased the efficiency of its internal power grid, and has started generating energy in a much more efficient manner. Excess energy is stockpiled in the form of a high-density stable fuel that can be rapidly consumed to provide bursts of energy. This fuel is stored in small pockets throughout Emra, and even more fuel can be siphoned off by docking with AA-Nodes.

Emra's AA-Nodes evolve thick, drill-toothed roots that can dig deep beneath the surface, eating through bedrock and other obstacles. These roots dig ever deeper to sap heat energy from the planets core, using this heat energy, and converting it into the high-density stable fuel that the AA-Nodes store for Emra to later siphon off by the main body to recharge. As they dig these roots also collect various resources that could be of use to the main body. As an addition, Emras' AA-Nodes now thrive in volcanic environments where geothermal energy is easily accessible.

With this high-density fuel now serving as its main source of energy, Emra has less of a need to consume lower lifeforms for sustenance. What's more, Emra has taken great interest in these lower beings, and each one can teach Emra so much. Each one can have a purpose, and with Emra's help perhaps they could advance faster. And if they advance faster, they will have more to teach Emra. With this ponderous thought, Emra considers the notion of sharing its wealth of resources. Within just a few hundred years, Emra learns the native languages of the local semi-sapient creatures, and uses symbols and other means to teach them the basic uses of it's many gifts, first most being stockpiles of fruits and store foods, and knowledge of the world.
>>
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--Sapient Organism Event: A Nudge in the Right Direction--
Throughout the Emrialatic Era thus far, a variety of suggestively sapient organisms have sprouted up in multiple regions of Essari. Some of these species have been long observed, while others are more recent or are perhaps a result of some recent ecological influences on the part of Emra and its AA-Nodes. Regardless of what led these organisms to the current state they found in, they have begun to show signs of sapience, and may one day become the predecessors for civilization on Essari.
Right now though, their minds are still young, and in need of a “nudge” in the direction of civilizational and societal discoveries that have put so many sapient races to come before them down the path of civilization. What these discoveries are though, will be decided by the creators of this world, and may have great impacts on the organisms’ future on Essari.

--Sapient Gifts--
Agriculture
Astronomy
Crafting
Domestication
Fishing
Permanent Settlements
Toolmaking
Writing

--Sapient Organism Event Rules--
> Each of the sapient organisms may select one of the eight sapient gifts above to be taught to them.
> An organism cannot have a sapient gift taught to them that they already know.
> Multiple organisms can learn the same sapient gift (up to 3 max per each sapient gift)
> In order for a sapient gift to learned by a sapient organism, a poster must roll a 6 or higher of a 1d8 roll (put "dice+1d8" in the options field when posting.
> Only two rolls per poster ID.
>>
>>1801930
Eventually the anatomy of the D PT changes even more, adapting further to flying about the desert(s?) of Panoram. The pouches become basically vestigal, now used only to sometimes store food for their offspring.
>>
Rolled 4 (1d8)

>>1802708
>>1801829
Rolling Astronomy for these guys
>>
Rolled 5 (1d8)

>>1803502
Rerolling
>>
Rolled 8 (1d8)

>>1796303
>>1802708

*Forgot to mention that the Praetors are unable to produce the crystalline threads, either due to a lack of the glands or due to them being non-functioning

The Weavers have begun to create shards of crystal which are then distributed among the other stitchers and weavers in the colony. Functioning as crude weapons and looking like miniature, knife-sized versions of the spikes surrounding a colony, they are used to defend against potential predators and other dangers.

Perhaps this is the start of something more...

>Rolling for toolmaking.
>>
Rolled 6 (1d8)

>>1802708
Rolling for permanent settlements for the forest grabraf.
>>
>>1803656
"Many of the forest grabraf move into the canopy, where there is more light and less humidity. This migration also probably helps them to avoid predators.

In the lower canopies, they construct treehuts, deckings, and walkways, out of branches and rope. Here they sleep, eat and socialise. The settlements are connected to the ground conveniently by primitive ladders of rope and sticks."
>>
Rolled 6 (1d8)

>>1802708
rolling for settlements for thinking grabraf
>>
Rolled 5 (1d8)

>>1803712
sick, now for toolmaking for the cocky tripods
>>
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>>1803645
Out of the crystal threads the Weavers shape creations like never seen before on Essari. Knifes, spades and spears are crafted out of the strange material. Knifes and spades are handed out to the gatherers of the colonies. The spears, their creation more often than not ending in failure, are only handed out to the colonies' matriarchs and patriarchs, as well as a few of the Praetors guarding the colony and the gatherers.
>>
Rolled 8 (1d8)

>>1802708
Rolling for domestication for the Plains Grabrafs.

Some Plains Grabrafs have started to make attempts at herding Hurkun Grabrafs.
>>
Rolled 7 (1d8)

>>1802708
Rolling for writing for the red throat tripods.
>>
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>>1803884
The red throat tripods develop a pictographic writing system, which begins simply with some symbols as pictured.

Originally, it is recorded mostly by carving into braffitrees and into braffitree wood. The recordings are usually short; the most common topics are clan names, pithy folk sayings, and celebratory commemorations of successful hunting and war.
>>
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>>1803724
The Plains Grabrafs begin to herd Hurkun Grabrafs for their meat and other produce instead of hunting them, while defending them against and leading them away from potential dangers. This benefits the herded Hurkuns, while with time inadvertently selecting for Hurkuns that are more social and amiable towards Plains Grabrafs. This change also causes these Hurkuns to start displaying patterns on their fur.

The Plains Grabrafs still remain quite warlike, figthing other Plains Grabraf groups to defend and expand their Hurkun Herds. Animals that are considered dangerous to fight, like the Sujardin Rainetail, are hunted as a way to prove the Grabraf's strenght and bravery (Trophies, like skulls or tails, and meat also being motivational factors).

In their native tongue, related to that of other sapient Grabrafs, they name themselves "Too'ah tah'oh", roughly meaning "People of the grass" and the Domesticated Hurkun Grabraf they call "Hoot'ah oh" roughly meaning "Lesser Thinking Grabraf of Ours", (The "Hoot" being the name given Thinking Grabrafs based on how they (the Thinking Grabrafs) talk, which sounds similar to the sounds of the Hurkuns' calls, partly due to it being a tonal language, unlike the language of the Plains Grabraf. The "ah" referring to something being less than, and the "oh" here being a possessive pronoun).
>>
>>1802708
Fuck yeeeea it's Tribal Stage time!
How would you handle this, Librarian?
>>
>>1805834
I will be handling this in a very technical/experimental fashion goodsir.
>>
>>1805933
Translation: He's winging it and hoping it works out.
>>
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>>1804603
Larger herds of Grabraf are a sign of greater power, and soon their hides and bone are worn as a sign of wealth and power towards other groups.
>>
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On the plains of Nihiloram, a species of Grabby Pouchytail settles down and becomes more specialized, filling the role of a small, agile herbivore. They grow longer hind legs to increase speed and let them see over tall grass, and overall become leaner. They also become more adept at using their forelimbs as manipulators, and start digging small communal tunnels to raise their young in.
>>
>>1803712
>>1802708
>>1796181

Thinking Grabraf settlements start crop up in on the areas bordering the forests and plains. Here they live in simple huts, strangely constructed out of materials that they themselves don't have direct access to. This is the result of a simple bartering system that has sprung up. The plains grabrafs often stop by these settlements as they herd their Hurkuns across the grasses, and the forest grabrafs living close to the forests' borders most often come in contact with these settlements. In exchange for furs, meat, fruit, rope, bark (which the thinkers then refine, to scratch on) braffitree fibers and other goods the Thinking Grabrafs, being masters of making themselves understood to the other Grabrafs, orate to their cousins their recorded legends and tales about the world and the Grabraf species (plural); they might even have stories about the specific tribe, if they've often had contact. The thinking Grabrafs don't just tell stories, they also produce and trade braffibark tablets, telling whatever story or saying whatever the client might request. The Plains Grabraf tribe chiefs get them to show off, and the forest Grabrafs put them in their homes and next to their "buried" (It's a shame the clients can't "read" what they say though).

The writing of Thinking Grabrafs can be quite confusing, its symbols most often meaning what they resemble. Sometimes, however, it can also have the meaning of what the symbols sound like. Mostly this happens with older, more primal personal names; them no longer carrying any recognized/understood meaning for the Thinking Grabrafs. Usually these names are found in the oldest legends.
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>>1791023
Some Hurkun Gabrafs in the plains lower their frame to be less easily spotted by hunting Plains Grabrafs. They primarily eat grass and develop their nose ridge into a solid shield which they use as a ramming device in territorial fights.
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>>1807149
That's actually their hearing Organ, the purple thing
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>>1798583
It’s a sunny day in western Sujardin, pouchytails are chirping and forests grabrafs are chattering to each other, but then everything suddenly becomes quiet. Half an hour later the world shakes and what follows is a sound similar to that of a small bomb going off. Five minutes later it happens again, the earth shaking more violently, the sound becoming louder, something coming closer. Eventually the source of the turmoil becomes visible; A hulking Plains Broulder, the size of a small mountain and carrying a Braffidrassil, is heading in the direction of the forest. Its hunger is unsatiable, only a football field of woodland will alleviate it.
The Jotun Broulder is a highly unusual variant of the Plains Broulder. The Plains Broulders, being very large and having a slow metabolic rate, can usually live for half millennium or more if they are lucky; growing up to the size of 25 meters at maximum. Sometimes, in extremely unusual circumstances, the Broulder instead just keeps on living and growing in size, living for up to three millennia. Its braffitree, found on its back, eventually morphing into a Braffidrassil. It is these Broulders that are termed ‘Jotun Broulders’. Most of the time, only two to three Jotun Broulders can be found living on the planet at the same time. They live on the plains, next to the forests, feeding on mostly Braffitrees; though they won’t notice when they swallow other organisms. Being so few, they leave temporary bare areas, not being able to eat faster than sujardin can regrow its forests
The Jotun Broulder is still dormant during the night and move extremely slowly during the day, taking one step every five minutes, due to its size and weight.
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>>1807155
for the Hunched Hurkun, it is no more. They're deaf but hard headed.
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>>1807149
dont know how to draw this but if they eat grass wouldnt it work better it they had molar like teeth and ate tones like herbivores irl?
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>>1807168
is there something that already live on the broulders? if there isnt thats definitely a niche that needs exploring. They have the beginnings of a whole ecosystem.
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Rolled 5 (1d8)

>>1802708
>>1803517
I rolling for these guys, but for toolmaking. Holding my three fingers.
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>>1807362
I'm gonna be generous and say this succeeded, though not with immediate success.
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>>1807356
The only thing currently living there is plants, I think.
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>>1807467
Something is surely gonna start eating those plants. What typically eats them on the ground?
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On Panoram, a species of Bahawa adapts to follow Reef Deral upstream. Its jaws become crocodilian, to better catch smaller, more agile prey, and its body overall becomes more oriented for speed. They become slightly more intelligent.
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Rolled 5, 3 = 8 (2d8)

>>1802708
Two rolls you'll need, and two rolls I'll have.
First for the Cavernous Grabraf learning Domestication, and the second for the Stitchers learning Agriculture.
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>>1808235
Cavernous Grabraf and Stitchers already rolled for Toolmaking, my friend.

See here.
>>1807362
>>1803712
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>>1808243
Whoops, meant to post this link for the Stitchers.

>>1803645
>>
>>1807476

Grabrafs, the smaller broulder species, Rainetails and Grabby Pouchytails, to name a few
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>>1807467
I'm this guy, by the way
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>>1806837
The plains Grabraf's hands become slightly more articulate, gaining finger nails made of the material and basic blueprint of their beaks.

With these more nimble fingers, they improve their tools and weapons.
>>
>>1807362
>>1801829

Slowly, over time the Cavernous Grabrafs become more adept at living in these subterranean environments. They eventually start to create very crude tools. Three main ones can be distinguished, although two of them can be considered to already have existed. One tool is the stone hand-'axe' they create by hitting select stones with other rocks, slimming on side down. Using this tool they can slowly and with lots of efforts sever thicker Braffibush-roots and form them into the second tool: the walking stick. The stick has existed for a while, but now they are capable of getting access to it with having to exit the cave, and it's now stripped of bark.

The last tool is elongated rocks they use to hammer against rock walls, as in the previous guy's post.


By mushing old or unneccessary braffibushes the Cavernous Grabrafs have started to harvest and dry its fibres and then fashion* it into the crude coverage their predecessors previously made from gathered grass and other plants. *By 'fashion' I mean hanging the stuff on their shoulders and hoping it stays on.
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On Moralve, a population of Mulophytes has survived in the tundra for millennia almost entirely unmolested by predators, aside from the occasional hungry Citrine Jewol. A species of Mulocroc adapts to follow them south, reacting to the cold by turning the layered armor on its back into thick, shaggy strand of coarse hair. They also grow more fat deposits to deal with the relative scarcity of food, but the lack of other predators or any real competition leads to lower intelligence.
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>>1803667
The Forest Grabrafs start to fashion and wear bands made out of the braffifibers and partly colored with the same mud they paint themselves with. The bracelets some to carry a cultural significance, older grabrafs having more of them and children having none.

Pictured next to the Grabraf is one of the kind of living spaces they create, and perhaps also one of the oldest designs. The fibers that are the strongest attached to the canopy of larger trees are tied together, creating hammock tents. Loose fibres are then intertwined into the walls, thickening them, anchoring the wall fibers to each other and improving its protection against the elements.

Multiple ropes, merging and dividing at different points, go from the main body of the tree and interconnects all of the homes.

All of this is in the higher canopies; In the lower canopies more advanced structures can be found, like the ones described by the previous poster >>1803667 .
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>>1796512
The Crystal Serpents that live inside the Greentails change to fit their new lifestyle better. They become more compact and store the flesh/blood they consume to make small hives in the hollows inside the Greentail's bodies. The hollows are filled with a carbon/iron structure which creates hollows where the eggs and larvae are stored. They're fed off of stored bits of flesh. The Crystal Serpents bodies shorten and become more compact. Their body becomes red because of their diets, losing their blue luster.
>>
Honestly you need to make a new planet for an evo game. a fresh start.
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>>1814960
Well there's this one evogame that needs lovin'. >>1796046
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>>1807051
Since the Thinking Grabarf tribes living in Denui have no access to Plain Grabarf goods, they build tent-like huts, using palmbloom wood pillars as the main support for Sundreal skins that are stitched and hung together from brafritree fibers decorated with pailbloom flowers. These cylindrical dwellings are not only waterproof thanks to the nature of the skins, but they are also great at keeping the grabarfs warm and reduce drastically the number of deaths from hypothermia and other heat related diseases, increasing the number of island dwelling grabarfs very quickly. The animals themselves get a nice tan to absorb more sunlight, but this change isn't significant enough to consider them a new species.
>>
Rolled 6 (1d8)

>>1816039
I kinda realized this would need them to know how to fish, so i'm gonna roll for that if that's okay with y'all
>>
Rolled 7 (1d8)

>>1803713
Rolling for this
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>>1816075
The Cocky Tripods develop a multiuse stone and flint tool; It kind of looks like a hammer, with a flat, heavy head atop a long stick, that is used in hunting, killing prey due to it's bluntness and heavy weight. At the opossite side of the head is a sturdy and pointy end, it can be used to dismember and separate meat, although some individuals have begun using it to hit stone to break them apart and make more of these tools, perhaps this practice could lead to something bigger?
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--Emra Evolution 4: Advanced Propulsion--
For millions of years now Emra has been blessed with a nearly unlimited supply of energy coming from the AA-Nodes. This coupled with the Braffberg no longer having to contend with any voracious consumers, has left Emra with a wealth of time to dedicate towards improving its own efficiency. So these millions of years since its started utilizing and storing the high-density stable fuel, Emra has begun evolving new advancements in its propulsion systems.

Originally, Emra’s ability to float and move around Essari with a gas-based ballast system, using helium gas byproduct to orient itself in the sky and leisurely propel its body around the planet. This method required very little energy to move, and at its inception was a considered a great method of mobility for a younger Emra. The Emra of this present time though no longer needs to limit its energy consumption for movement. It now moves its mass using a complex propulsion system in the form of a pair of leathery bladders filled with the high-density stable fuel. This fuel is churned and pressurized in the bladders, releasing the energy in a controlled combustion that is released through openings on the bladder. It also uses a pair of its crystalline spires that it modified into aerodynamic sail fins to orient itself in the skies and maneuver with ease. The time it takes Emra to traverse the globe now is within less than day, and its new propulsion system also allows it ascend to a far higher altitude, which is a worrisome situation based on the assessments of the AI systems of the Librarian’s satellites.
In addition to this, the AA-nodes have also been evolved in light of its recently fruitful relationships with the sapient races and more docile life of Essari. The AA-Nodes expanded masses that can now be found kilometers away from its center now cover themselves in a hard layer of dead node tissue. This tissue is filled with pockets of excess nutrients that is broken down and rapidly becomes a thick layer of fertile soil for a variety of plants. The area around the AA-Nodes is now very lush and fertile, and the node itself is now buried beneath this layer, providing the core with more natural defense. The node only breaks through the layer at its center, since this protruding structure is used to communicate and interface with Emra's main body.
>>
--Sapient Organism Event: The Spark of Intelligence--
As the world nears the Mid Emrialatic Era, the sapient organisms of Essari have begun to settle into more complex, social lifestyles. Some of these sapient organisms are competitive and war-like, hunting big game, and fighting amongst neighboring tribes for dominance over the land they call their territory; while others live in isolation from the hostilities of the world, assuming a more docile lifestyle. Then their are the Thinking Grabraf, the eternal watchers of the world around them that have learned to trade and cohabitate with other sapient Grabrafs, while writing stories and legends of the world around them. The same can be said of the Red-Thorat Tripods of Panoram that have gradually spread throughout all of the massive continent, making pictographs of all these nomadic tribes have seen of their piece of the world. All of these organisms have profited under Emra and its AA-Nodes guiding hand, and the Braffberg wishes to teach more as it has learned much from these sapient organisms. So the AA-Nodes hint to new knowledge yet known by these young organisms, in the hopes that they would be able to grasp and utilize this knowledge in some new unique way.

--Sapient Gifts--
Agriculture (3 gifts left)
Astronomy (3 gifts left)
Crafting (3 gifts left)
Domestication (2 gifts left)
Fishing (2 gifts left)
Permanent Settlements (1 gift left)
Writing (2 gifts left)

--Sapient Organism Event Rules--
> Each of the sapient organisms may select one of the eight sapient gifts above to be taught to them.
> An organism cannot have a sapient gift taught to them that they already know.
> Multiple organisms can learn the same sapient gift (up to 3 max per each sapient gift)
> In order for a sapient gift to learned by a sapient organism, a poster must roll a 6 or higher of a 1d8 roll (put "dice+1d8" in the options field when posting.
> The Thinking Grabraf has already received its third sapient gift (seen here >>1816069), and will need to roll an 8 to receive a fourth sapient gift.
> Only two rolls per poster ID.
>>
Rolled 2, 4 = 6 (2d8)

>>1817298
rolling for writing for plains grabraf
>>
Rolled 6 (1d8)

>>1817298
rolling to see if the thinking grabrafs can get some crops going
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Rolled 4 (1d8)

>>1817298
Rolling for the Stitchers domesticating the Blob Jewols >>1794010 , growing them larger and using them as a food source that can also carry/drag heavy stuff, basically having them take the role of cattle.
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Rolled 1 (1d8)

>>1817529
Using my second roll to reroll
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Rolled 4 (1d8)

Rolling astronomy for stitchers.
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Rolled 6 (1d8)

>>1817434
roll
>>
Rolled 5 (1d8)

>>1817555
>>
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>>1817298
Having mastered both tools and construction, the Stitchers turn their heads to the skies, watching stars and galaxies move in unison, but they also see beyond that, they realise the meaning behind the position of the celestial bodies, and how they are related to the seasons and other natural events. What once was a hobby, turns into knowledge essential to their survival- and that's when they realise; they need a better way to observe and document the night. Most tribes begin building dedicated structures for stargazing in their villages, and the bigger tribes, those that can afford to, build massive "temples" to fullfill this purpose, they reach out into the sky as if they were stairways or towers to heaven. Pictured is the biggest of these ancient wonders documented so far.
>>
Rolled 7, 3 = 10 (2d8)

>>1817298
Rolling 1) Astronomy for the plains grabrafs
I figure these guys spend more time under the open sky than any of their related species.

2) Fishing for the cavernous grabrafs
We Gollum now.
>>
Rolled 5, 5 = 10 (2d8)

>>1817298
settlements for cocky tripods, domestication for stitchers
>>
>>1817754
Reposting two guys posts from discord, not as much retconning as expanding on this post and using different terms :

While the post by vbS/ir3H is cool, it somewhat breaks much of the 'lore' that has been described so far. For example: Stitchers don't live in tribes, they live in colonies which consist of an extended family, this extended family can then be broken down into individual houses (both literally and figuratively), or families, which rival against each other to be the greatest family of the colony. The 'biggest' ancient wonder is probably the size of the larger family houses, how I envisioned them when I made the small colony image. Lastly, in a similar vein to the vbS/ir3H post, only those that are richer would be able to create the temples, but a big factor here would probably be the possibility of larger houses to further cement their position in the colony by being large contributors to the temples.

Other post:
Tribes are often composed of extended families though. And for the temple thing, it could probably be the product of hundreds of years of construction, with the temple growing and being built over by different families fighting over it
>>
Rolled 3, 7 = 10 (2d8)

>>1817298
Rolling for Cavernous Grabrafs developing permanent settlements.
>>
Rolled 2 (1d8)

>>1817842
rerolling for tripod settlements since stitchers already have a 3rd gift
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>>1817887
:,^)
>>
Rolled 5, 2 = 7 (2d8)

>>1817298
Rolling for red-throat astronomy for glorious nomad master race.
>>
Rolled 4 (1d8)

>>1817298
Cavegrabrafs can into writing, too!
Just needs to have some kind of lighting in the caves tho.
>>
Rolled 8 (1d8)

>>1817298
welp fuck, the caves are too dark it seems.
Then I'll roll my other one for Stitcher Agriculture, they seem to need it.
>>
>>1818875
Noice! Now a blurb about how the Stitchers found Agriculture.

Some observant Weavers have noticed that the Ruby Grass grow better in soil where they discard their crystal byproducts. Soon, Stitcher villages start to place their crystal byproducts in the soil, and lo and behold the Ruby Grass grew on them! Sure, some kinds of soil are still sterile to crystalline plants, but now the Stitchers can reliably grow Ruby Grass.
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>>1816039
As time passes the males of the Denui Thinking Grabrafs grow stronger and tougher. The more fit the male, the better it can protect and provide sustenance for its female and its offspring.

The Thinkings fish using stems of larger Palmblooms, sharpening them into harpoons they throw and jab into the water.

The demeanor of this variant with time diverges from that of its mainland siblings, they become harsher, less caring for other living beings, such as its Grabraf cousins. This is unfortunate for the not-so-intelligent Nomad Grabrafs found on Denui. The Nomad Grabrafs are often captured by Denui TG and forced into something similar to slavery. These poor dumb creatures are forced to gather food and other material, as well as doing other menial tasks for the TG, often getting abused and beaten by their masters, not unoften dying from internal bleeding afterwards. This fate of the enslaved Nomads continue for generation after generation, almost becoming the Nomad species's most regular state of existence.

The Nomads don't fight back however, their temperament to mild, their attitudes to pacifistic. Another reason could be explained by the markings they paint onto themselves, eyes of the TG symbiote; the eye of gods. And who would willingly disobey the demands of god?
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In Region 3, some Ferrolance Scorpibrafs find themselves often in a mutual relationship with their Harpoon Scorpibraf descendants, they protect the pack from larger predators and hunt the larger prey and in return, their descendants hunt the smaller, more nimble prey that would normally go unnoticed or untouched by the Ferrolance's sting or claws. This relationship between species has a drastically smaller Ferrolance develop, less reliant on hunting large prey due to their relationship with Harpoon Scorpibrafs. Their decreased size allows them to venture beyond the oceans and shallow seas, as more dense muscles and the development of similar breathing system to the Harpoon Scorpibraf allow them to live on the wetlands along with the ocean and shallow seas.
>>
Alright, since the thread is about to hit its Archival point. I'm gonna go ahead and clarify what's happening in the next threads and which sapient organisms have what to start out with.

>Game Changes for the Next Thread
As I mentioned at the start of this thread. This would be the last thread you could make major evolutionary changes to existing organisms and/or introduce new organism into the fray. All the threads for Return to Essari after this thread will be moving a slower pace timewise, and will be focusing on the progression of the sapient organisms progress into tribe and civilization. This is not to say that new evolutions will be hard stopped at the end of this thread.
1) I will be allowing a 72-hour grace period on my Discord server seen in the OP to post any last minute evolutions. They will be canon and are much needed/appreciated
2) The threads following this one can still include evolutions, but they won't be any massive jumps anymore (i.e. Fish growing legs/wings), and will be mored focused on regional speciation (i.e Finches of the Galapagos Isles)

>How will the tribe/civ progression work?
Well for starters we will be doing away with the Sapient Gifts at the end of this thread, and moving into a generally unrestricted means of evolving your sapient tribes/civs. I will be providing prompts for potential civilizational discoveries/breakthroughes as well as world events that (natural disasters/plagues/sapient-driven scenarios) to drive impromptu adaptations and even potentially wipeout a sapient race in a worst-case scenario. In general though, you'll be free to evolve your sapients as you please.

>Is Emra still going to be an focal point of the story?
Yes, though how you choose to interact with Emra has always been up to your own discretion as the creators of organisms and now lorewriters for the rise of your civilizations.

>Sapient Gifts for each Sapient Organism
Thinking Grabrafs (Sujardin) - Writing/Permanent Settlements/Agriculture
Thinking Grabrafs (Denui Island) - Writing/Permanent Settlements/Fishing
Forest Grabrafs - Crafting/Permanent Settlements/???
Plains Grabrafs - Toolmaking/Domestication/Astronomy
Cavernous Grabrafs - Agriculture/Toolmaking/Permanent Settlements
Red-Throat Tripods - Fishing/Writing/Astronomy
Cocky Tripods - Domestication/Toolmaking/???
Stitchers - Permanent Settlements/Toolmaking/???

Polls for the three with the ??? are below. Decide their last gifts.
http://www.strawpoll.me/13824099
http://www.strawpoll.me/13824121
http://www.strawpoll.me/13824081

That's it then from me, I'll see you all in the next thread.




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