Divinity, a gods game (test run)

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Coin
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Divinity, a gods game (test run)

Post by Coin » 09:58:17 Thursday, 18 August, 2016

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Test Players
  • 1. Dubh - Huojin
    2. Geal - Master of Oblivion
    3. Fion - Gesar
Divinity is half map game and half Pantheon type game. Players take on the role of loosely defined "gods", having been themselves chosen by the even more loosely defined "creator" to shape, mould, populate and advance a blank slate of a world. How, and why, is up to you.

Starting with the initial climate, geography and terrain, players will bring life to the planet - influencing and creating new life, before eventually uplifting a species of their choice to sentience. Players are completely free to work together or in opposition.

Having gifted self-awareness to your doting little hunter-gatherers, the game switches to the race's progression through history, with players having less and less power as time goes on. Of course, it's perfectly plausible to keep the mortals rather more primitive to preserve your powers for longer...

This thread is for a trial game, which will see me simulate the earliest era where the world is created, and simulate some of the second as well.

2-3 players will then be able to take the reins as the flora and fauna of the world become more popular, and will (hopefully) be able to enlighten a race, and bring them into the wonderful world of the stone age, playing about a bit there. I'll open sign ups for these positions.

After that, I'll tweak the system if any problems become apparent, and then we can start from the top and run the full game, with a full complement of players.
Table of Contents

Genesis I
Turns 1 & 2
Turn 3

Genesis II
Turn 0
Turn 1
Turn 2
Turn 3
Turn 4

***
SpoilerShow
Yes yes, I'm a sloppy GM. Which is why this game is kept purposefully simple - no stats or numbers to track, and everything made clear to see. However just to ensure it is doable, I've organised this trial game, which won't last overly long. Hopefully.

And even if it does all end horribly, someone can steal the idea whenever they like. :P
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Rules & Actions

As stated, players take on the role of powerful, god-like beings, and have the task to guide a world from the first appearance of any kind of viable biosphere, to the space age. Early sections of the game will see players have great direct power to influence the world; later, the game will be more of a map game.

It will, in effect, be several mini-games - with different rules for each defined "age" of the world. Each age has a list of actions, with only a certain number permitted per turn. The only available actions are those listed within the rules. Players must post all their actions in the thread. However roleplaying of these actions is encouraged, and the more detail the better - though you'll not always succeed.

There are however two sets of rarer actions available. Players may, at the start of an age, receive a one-use "card" - be it to cause a volcanic eruption, a violent and debilitating plague, or even a world-shattering event such as a supervolcano. There will generally only be one major card available per age, and it's power will be great. These are used by the player posting the event - which is received via pm - in the thread.

The second is equally rare, but may appear at any time during a game. A player may receive a pm after a turn, if a significant character prays to them for aid, revenge, or a blessing. It is the player's discretion whether to answer the prayer by various means, or to ignore it.

The trial game will take see the GM simulate Genesis I and some of Genesis II; before two players then take control of opposing gods into the first age.
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  • Genesis I - 1 solo action per turn, and 1 additional action if done in cooperation with another - the sculpting of the world. Turns may roughly correspond to a geological age, in terms of how the world will change without player intervention. Age ends when players will it, or GM decides by virtue of basic forms of life appearing.
    • Create Landmass - Use your powers to raise an island or a continent, of a form and size of your choosing. The greater the size, the less you'll be able to determine the shape and nature of it.

      Raise mountains - Build ramparts for the gods, that tower over the landscape. Between a single solitary peak and huge mountain ranges, build as you will.

      Sculpt Landscape - With your own hand, change the landscape of a specific region to better fit your own ideal.

      Delve Ocean - Divide an existing continent, or destroy it entirely by delving a new ocean for the world, affecting the climate and geography of the globe.

      Enrich Minerals - Strengthen the deposits of precious metals and ores within the rocks of the earth, to help life develop and, eventually, civilisation form.

      Form Climate - As continents and seas are formed, a climate shall begin to take shape. Choose anything from a hot, dry land, to a wet and humid planet - or indeed, a cold and frozen landscape - as you wish, or change the weather patterns that will influence the shape of life to come.

      Oppose Divine Action - For every action, an equal and opposite reaction. Some will seek to destroy what you forged, or corrupt the creator's plan. You may oppose them, your success depending on the numbers in opposition, the action, and pure chance.
SpoilerShow
  • Genesis II - 2 actions per turn. In this section of the game, players influence, create, and alter the biology and ecosystems of the world. Turns will roughly correspond to millions of years of evolution, but narrowing towards the end. Age ends when a wild species is uplifted.
    • Create New Flora - Create a new form of plant life to spread across the world - from a carnivorous perennial, to bountiful fruits for all to eat of.

      Create New Fauna - Take the building blocks the All-Father left you, and form them into a beast of your own creation. Whether a lone mythical titan, or a common carnivore stalking the plains, they are yours to make - though the more advanced your creation, the more likely it may change beyond your recognition.

      Influence Evolution - It is easier to use your power to steer existing life, than create it anew; whether by giving an amphibian a taste for land, seed a comfort for cold frost, or any number of possibilities; but you cannot control this as easily as creation of your own.

      Sculpt Landscape - Change the landscape of a region, whether by carving out rivers and lakes or forming deserts.

      A Helping Hand - Guide a species of animal or plant to a land they have not visited till now. Whether that involves moving a young herd, or a devastating virus, to an isolated region is entirely up to you.

      Alter Climate - The world turns now, and your powers to influence the climate greatly weaken. But you may still seek to gradually warm the planet, or cool the temperatures. Your powers to change weather patterns remain strong.

      Purge - Seek to use your powers not for creation, but destruction. Whether to safeguard a specific lifeform or habitat - or for the thrill - destroy a creature upon the world. But take care.

      Oppose Divine Action - For every action, an equal and opposite reaction. Some will seek to destroy what you forged, or corrupt the creator's plan. You may oppose them, your success depending on the numbers in opposition, the action, and pure chance.

      Promethean Enlightenment - You were given many powers by the Creator of the world - but the greatest and most dangerous is the ability to pass on some of these gifts, and to create self-aware, sentient life.

      You may attempt to grant this to an existing beast of your choosing - but it will take many generations. Build the medium of your enlightenment - whether a monolith, a unique form of flora, or any creation that will bring wisdom and understanding to your chosen species. The construction will take one turn, and can only be begun once the world has entered an age where advanced life is widespread.

      Once it is constructed, ascension will take 3 actions over 2 turns, and with at least two different players taking part. The last three actions, once a medium is built, are the Gift of Thought; the Gift of Speech; and the Gift of Fire.

      However, should this action be opposed by more than support it at all at any stage, then it will fail. In addition, you may not start the chain again. Completion of this chain of events will herald the end of the Creation Ages; and the beginning of the First Age.
SpoilerShow
  • 3 actions per turn. The ancient stone ages, as you begin to guide a sentient race from nomadic hunter-gathering towards civilisation. Turns may roughly correspond to several centuries, but might vary. The age will end when metallurgy becomes widespread throughout the majority of the world.
    • Sculpt - Your powers are less now than they were - and they shall only weaken as this age passes. Yet you still have the ability to change the lay of the land on a local scale - whether by creating a new loch, a young riverbed, or making more fertile a harsh wilderness.

      Send visions - The children of this world remain blind to the truth of the divines - but you may access their thoughts in deed and dreams. Whether a lone meteor in the heavens that beckons them follow, or visions in their sleep that seek to guide a people or an individual to build great monuments that will stand eternal, the possibilities are many - but the results uncertain.

      Bless - Spend your energy helping to keep an individual line, a group, or indeed the wildlife of the land safe from ills - be they spiritual or worldly. They shall be less prone to fail, and more prone to prosper - but the greater their numbers, the more difficult your task.

      Curse - Bring suffering to those you wish to destroy, to bring low, or simply to humiliate. Just as a divine may bless, so they may curse.

      Influence weather - Instead of giving direct blessings or bringing ill upon the world, you may seek to use your power to change it forever by changing the weather patterns of the globe. Though your power to do so is now weak - it is still significant, for a change of but a few degrees may melt an icecap, cause a hurricane season, or create a desert. Equally, you may attempt to stay or encourage storms in one part of the world.

      Send prophet - Adopt a child of this plane to your guidance, that they may aid your cause. Whether a holy man spreading words of enlightenment, or a warrior sent to bring truth by force of arms - seek to raise an individual to greatness that will drive a clan, a people, or indeed a world forwards (or backwards...).

      Oppose Divine Action - For every action, an equal and opposite reaction. Some will seek to destroy what you forged, or corrupt the creator's plan. You may oppose them, your success depending on the numbers in opposition, the action, and pure chance.
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  • Second Age - The Bronze Age, roughly, as metallurgy and technology spread, and empires form.
  • Third Age - Iron Age analogue, the twilight of major player intervention.
As this age would come to a close, the power of the players would diminish, and it'd become more of a map game.
  • Fourth Age - Middle Ages analogue, as the power of players in an active sense decreases.
  • Fifth Age - Early Modern Period analogue, and an age of discovery and globalised commerce.
  • Sixth Age - Industrialisation and modernisation, and the end of active meddling by players.
  • Seventh Age - The end of history, as in this age the final form of civilisation is decided - or ended - by nuclear powers.
So! I've loosely spoken of this before in the ideas thread - but would appreciate all feedback. Questions, expressions of interest, and insults all gladly invited. I'll post the first two simulated turns soon, so you'll get an idea of how the game will look, and I'd expect it to be fairly soon we can get folk playing in the trial, if enough folk are expressing interest.
Last edited by Coin on 21:58:52 Wednesday, 05 October, 2016, edited 15 times in total.

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Re: Divinity - test game

Post by Huojin » 12:53:10 Thursday, 18 August, 2016

Fantastic. Looking forward to seeing how it goes and playing in the full version.

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Re: Divinity - test game

Post by Gesar » 13:04:39 Thursday, 18 August, 2016

As expressed to you elsewhere, fucking YES. down to help however possible
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Re: Divinity - test game

Post by Coin » 18:34:16 Thursday, 18 August, 2016

Excellence! Processed turns 1 + 2 to see how we get along. I appreciate this might seem boring since nobody specifically is playing - but should only be ~4 more simulated turns before sign ups. Appreciate any feedback on how actions are processed into reality, and suggestions on what to try next welcome.
Turn 0
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The world is without form, a perfect sphere of ice and rock. The air is lacking in oxygen, and nothing exists beneath the icy surface of the planet.

The deep slumber of the land locked in an endless, featureless freeze is come to an end, however - as the powers of the gods Dubh and Geal awaken and begin their work.
****
Turn 1 Orders
Dubh
- Form Climate - Warm the planet sufficiently that the ice melts, and shallow oceans begin to form.
- Delve Ocean - Carve a great central ocean through the centre of the world, from pole to pole.

Geal
- Raise mountains - Create a mountain range across the north-east of the world, rising above the oceans, and sheltering the lagoons surrounding them.
- Create landmass - Create a great southern landmass, called Deas, sitting astride the south of the world.
Turn 1
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Dubh is the first to act, warming the land and causing the icy surface to melt across the equator, the warming effects leaving snow and ice only in the polar regions of the globe. Great storms of ice and hail give way to rain, wind and sleet, as the shallow seas of this new land turn the planet a bluer hue, though it is still a bitterly cold, wild, climate.

These storms become even more fierce as Dubh tears asunder the shallow seas from north pole to south pole. In one great trench of deep ocean, the seabed is heaved aside, the detritus cast aside raising islets and smaller continents to the west and to the east.

The great tumults of the ocean affect the work of Geal as he begins to raise great mountains in the north-east of the land. Magma and lava rise from beneath the waves and up on high - creating a vast archipelago of volcanic islets, aquamarine lagoons, and massive ramparts of rock and stone. Dubh's moving of the waves means the ramparts are not so impressive as they otherwise mighy. Nonetheless, they would be great to behold, were there any living creature upon the surface of the planet.

This is all as nothing compared to the second act of Geal in these early days of your young planet. As Dubh tears the seabed asunder, Geal raises it across the south of the world - creating the vast continent of Deas, sitting astride the great trench Dubh created. The seas to the south, north-west, and east become deeper as the new continent is sculpted by Geal - a vast, flat land, devoid of life, but ravaged by storms. What were once islands sitting atop the new continent now become the smaller mountains of the land.

Over the millions of cycles the world orbits the hot sun, volcanic activity in the north-west also begins to create a new land, in the absence of divine intervention in the region.
****
Turn 2 Orders
Geal
Sculpt Landscape - create a series of slight, rising plateaus across Deas along the coastlines - sheltering the inner regions of the continent from the worst of the storms, and with great cave networks.
Create landlmass - raise up a series of island chains, to the west of Deas.

Dubh
Create landmass - raise the feet of the north-eastern mountains to become a new continent, stretching it all the way from there to the sister continent of Deas.
Enrich minerals - make the land of the north-east far richer in minerals.
Turn 2
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The divine Geal is first to act - using his powers to sculpt the landscape of Deas in his own image. Slight, rising plateaus and ranges of hills soon surround the coasts of the continent, preventing the worst of the storms from reaching the central lowlands - even if they remain barren and lifeless. However the endless storms and raging torrents of this harsh climate erode his sculptures, causing many of the caves within to collapse or become lost.

This is not helped by the actions of Dubh - who decides now is the time to extend the landmass of this continent. The tectonic plates are shifted like toys, and the mountains of the north-east turn from towering minor continents to the highest region of a massive continent. His actions rip much of the shallow ocean floor asunder, causing deep ocean to become more common.

His attempt to join these mountains with Deas is unsuccessful in the end however - hampered by the great distances, labours and efforts involved, as well as by the work of Geal in dragging more of the sea floor up to reinforce the plateaus. The temporary supercontinent of Deas thus becomes split from Old Deas in the south, and Tuath in the north. Dubh continues to work, making the new continent of Tuath richer in minerals, and deep caves of sparkling gems and rare ores develop quickly.

Geal, meanwhile, creates a series of island chains to the west of Deas. Four chains soon become apparent - from north to south, Aon, Dha, Tri and Ceithir. The lagoons soon take their place as some of the most beautiful sights of the planet, with those in what is now Tuath having either dried up or become isolated within the new continent. Even if, for the moment, nothing is here to see that.

Volcanic activity greatly increases over the millions of years of these events, and as a result, the north-west too continues to take shape, aloof from the actions of Dubh or Geal. With the seas now growing deeper, and more island chains rising, the world is quickly becoming a varied place - even though for now, nothing covers the seas but the sand, and the land but endless beaches, deserts or rocklands.
****

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Re: Divinity - test game

Post by Serenissima » 11:17:04 Friday, 19 August, 2016

I think in the world creation phase it'd be a good idea if gods only had one action per turn - unless they co-operate with another god and both perform the same action, which means that both of them effectively get one action of their own and one shared action between them. With the 2 simulated players already it's a little bit of a clusterfuck, and I can only imagine it getting much worse with lots of players. So having only one solo action each but having shared actions between gods available seems like it would reduce the clusterfuck and encourage co-operation between players even in the early stages.
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Re: Divinity - test game

Post by Gesar » 12:33:27 Friday, 19 August, 2016

I'd make the amount of early game actions proportional to how many players you have, actually. Seren is right in that too many players doing too much can become unmanageable, but as it is 1-2 for several people (realistically) means there'll be enough conflict to go make it interesting without being chaotic. Maybe just make the opening stage shorter?
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Re: Divinity - test game

Post by Huojin » 14:36:40 Friday, 19 August, 2016

Yeah, I agree that it's a balance between player numbers, number of actions, and stage-length. If the stages are longer (say 3-5 turns over 1-2, for example), then having fewer action points is less of an impediment. Although come to think of it, I like the idea of fewer actions, slightly longer stages, and more players. But it's entirely dependent on what you feel you can handle, Coin.

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Re: Divinity - test game

Post by Coin » 09:08:50 Monday, 22 August, 2016

I quite like the idea of the initial stage being 3-4 turns long at the least - so I'm minded to take on board Seren's suggestion, if there are 4 or more players in the main game. One solo action, and one cooperative, should encourage communication and forward planning as well - not to mention make a turn more easily processed.

Speaking of which, I should get the last of stage 1 processed tonight. Had a busier weekend than expected travelling, but will be free tonight. If anyone would like me to test out a specific Genesis I action as I process, let me know.

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Re: Divinity - test game

Post by Coin » 20:58:04 Monday, 22 August, 2016

Turn 3 Orders
Dubh
- Create many small islands in the straits between Tuath and Deas
- Create a continent in the north-east, out of what has been raised naturally from the sea bed.

Geal
- Enrich the minerals of deep beds of the ocean, particularly in the first trench delved by Dubh.
- Form the climate to become warmer and more gentle, less harsh and unforgiving.
Turn 3
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Dubh begins his work within the great sea between Deas and Tuath - throwing up small islets and peaks within these generally shallow seas. Though perhaps not as finely sculpted as he might have liked, they serve the purpose well enough - slowing the massive storms that speed through the channel, and helping to silt up the area bit by bit.

The mountains of Tuath, meanwhile, begin to crumble somewhat, their volcanic energy running out, and the winds, rains and storms gradually battering them down. Though still mighty, the greatest peaks are no more.

To the north-east, a great new continent begins to take shape from the lone islands and peaks rising from the shallow seas. Dubh reinforces these ramparts, and raises new ones, seeking to replicate his work in Tuath. His power is not enough to link all the lands that rise, however. Thus, the great sister continents of Brathair and Piuthair are born; divided by a great channel that drives minerals onto their shores in the deep currents.

The lands of Aon - a chain of islands sitting between Deas and Piuthair begins to take more of a form, as shallow lagoons fill in. So too does the island chain to the east of Deas. These island chains, and all the world, benefit from the enriching of the minerals within, as the more useless forms of rock are changed by Geal, making the seabed glitter and twist, and the dust, carried by the currents, in turn enriches the lands.

In addition to this, the weather begins to warm and become less harsh. And so, in the volcanic lagoons of Tuath struck by lightning, and the deep sea bed of Dubh's Trench, and the surrounding warm rocks that rise beside volcanic vents beneath the earth, life is sparked. Basic, single-celled organisms, barely worthy of a god's awareness, perhaps - but life, nonetheless, and in the seas begins the evolution of what given time might conquer this world.
**END OF GENESIS I**
So, now we enter Genesis II - the 2nd stage of the game. I'll process two turns of that this week, before letting 2-3 players take over, for the testing proper. Ideally, Genesis I might take longer - but since it was 2 actions per player, and was really just to test out the actions, seemed appropriate to skip ahead.

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Re: Divinity - test game

Post by Huojin » 23:18:50 Tuesday, 23 August, 2016

I like it, it looks great Coin! Looking forward to see what Genesis II brings. Particularly looking forward to your thoughts on how the life-related actions will work, and maybe the Oppose Divine Action - although I suppose the test players can test out that one for argument's sake too.

Have you considered how to approach perhaps continuing actions, in addition to your current use of unintended consequences? For example I liked that the attempt to connect two continents caused storms and so on, and that action was taken with islands to silt up the area and cause the storms to die down - but it'd be interesting to see events that might have arisen had nothing been done. Storms growing so severe they shatter the land in new ways, for example, or drive currents and silt and raise up new formations and islands beyond the design and intention of the gods.

Other unintended effects might be the creation of life itself - one of many theories is that lightning created the amino acids that formed the building blocks of life, so it might be another nice thing to see.

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Re: Divinity - test game

Post by Smyg » 14:52:33 Wednesday, 24 August, 2016

Might be interested.

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Re: Divinity - test game

Post by Coin » 09:24:23 Monday, 29 August, 2016

The gods have been drunk or hard at work at things less interesting than this test game over the past week - but, this week I should have plenty time to get to it. Apologies for the delay!
Huojin wrote:Have you considered how to approach perhaps continuing actions, in addition to your current use of unintended consequences? For example I liked that the attempt to connect two continents caused storms and so on, and that action was taken with islands to silt up the area and cause the storms to die down - but it'd be interesting to see events that might have arisen had nothing been done. Storms growing so severe they shatter the land in new ways, for example, or drive currents and silt and raise up new formations and islands beyond the design and intention of the gods.

Other unintended effects might be the creation of life itself - one of many theories is that lightning created the amino acids that formed the building blocks of life, so it might be another nice thing to see.
It was my initial intention to do more things like this; but perhaps because it was 2 actions per player, it was a bit hectic. I'll certainly keep it in mind more - I especially like the consequence of life itself.

Considering adding another action to seek to actively destroy something to the next stage, but will see how it goes with the first few turns this week.

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Re: Divinity - test game

Post by Coin » 20:03:41 Monday, 29 August, 2016

Scene-setting update - was hoping to do more tonight, but this'll do! Proposals for actions welcomed...
Genesis II - Turn 0
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The world's swift turning slows; and so the globe enters a new era. The land remains barren, nothing more than a wind-scorched series of continents. Yet within the seas, over millions of cycles, life slowly but surely begins to blossom. The single celled organisms have now spread to almost all corners of the oceans; from the colder poles, to the equatorial lagoons of Aon and the straits between Tuath and Deas.

Yet it is a leap forward in harnessing the power of the sun which now heralds an explosion in life. Photosynthesis by great colonies of primitive life-forms causes oxygen to be released into the oceans and atmosphere; just as the volcanic eruptions have warmed the planet and poured other gases forth. The single celled organisms have ruled the oceans for long enough - for strange plants, and creatures even that float through the oceans, are on the cusp of creation.

Among the divines, Dubh, and Geal, the Creator sends a Third - Fìon. Time will tell how the three cooperate or clash.
*****

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Re: Divinity - test game

Post by Coin » 22:28:08 Wednesday, 31 August, 2016

Turn 1 Orders
Dubh
- Influence evolution - Influence the development of small organisms into bigger ones in the seas - specifically, sea slug type creatures. This will help with...
- Create fauna - Create the Nathairdubh, the first top predator of the world. A great sea-worm, it shall feast upon the defenceless sea slugs.

Geal
- Sculpt Landscape - Create a great river system in Deas, to better encourage life to spread there.
Create flora - Create many forms of freshwater plants, and saltwater plants for the immediate shoreline.

Fion
- Alter climate - Make the planet warmer, to encourage the rising of the seas.
- Influence evolution - Create a primitive form of fish, with a backbone and able to swim, not crawl.
Turn 1
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Within the great seas of the world, life rules the waves at last. Great blooms of photosynthetic organisms cover the waves through the high summers; and their development encourages other, more advanced forms to take advantage of an untapped feast.

Fion is first to take action - changing the planet so that the seas rise, as the poles start to melt away.

Chief among the beings to evolve in the shallower seas are strange, burrowing worms and slug like creatures. Across the shallow seas of the world, they multiply, feeding off the great slime-covered rocks and remnants of photosynthetic bloom - and even the plants that begin to develop, they gorge on. Dubh is the chief impetus behind all of this, encouraging the multiplication of these aquatic forms.

But their numbers are used, too, by Dubh - for he moulds the clays of these shallow seas into a larger burrowing creature - Nathairdubh. Of various colours, but generally a great worm half a metre in length and with a complicated digestive system by comparitive standards - though no teeth, for it swallows it's prey whole - it proves a great success. Snaking it's ways across the shallow sea beds, it feeds on the plethora of smaller creatures that now live on the sea beds. Yet it's diverse forms begins to divurge, with some even growing large enough to consume smaller subspecies of their own creation, while others become little more than scavengers.

The effect of this on the evolutionary make up of the sea-bed is great - for it encourages plant growth, by lessening the great numbers of herbivorous slugs. Equally, many of the small worms and the slugs begin to adapt, some adopting hardened shells.

Yet just as the seas change, so too the land does - with a great desert of sand in the west of Deas rising, the ferrous metals staining the colour of the surface thanks to a harsh network of dust storms, trapped by the mountains.

Though it is within the seas that the divines are most active, and that the most life blooms - Geal is saddened to see the land so bare, and so uses their power to create a thriving system of running rivers across Deas. This not only enriches the ground, but also encourages the growing number of moss-like creatures that begin to coat some of the salt marshes and riverbanks. Deas is in no time at all the centre of land's first true ecosystem, centred on Uisge Ghil.

Shallow seas at the polar fringes give rise to a stranger creature still - for Fion has created of the worms that burrow, a creature that swims. These tiny, backboned creatures join the feasting on the photosynthetic blooms, but are themselves eaten by an increasing number of the Nathairdubh genus - some of which begin to develop strange fins, to better glide through the currents on a hunt, and to catch these new, skeletal swimmers. Fion's creations prove not the greatest of successes - but though small in numbers, they are rapidly diversifying in the changable conditions of the north pole, their sturdier frames better for the deep sea.

Finally, Geal takes action to add plants to populate many of the river systems across the planet. Most die away - but sturdy kelp begin to dot the inlets and bays of many coasts, and floats across the world, creating enclaves which swiftly diversify over the millions of cycles.

A great network of volcanoes deep in the trench once delved by Dubh begin spewing forth hot ash, and creating a shallow sea. The fumes begin to hasten the warming of the planet, and the melting of the polar ice caps.
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Huojin
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Re: Divinity - test game

Post by Huojin » 22:44:03 Wednesday, 31 August, 2016

I'd like to see something greater with flora spreading onto land - perhaps the kelps and so on in the northwest encroaching on the land, evolving into sturdier structures like mosses and grasses, covering the large islands in all kinds of flora. Hopefully some herbivorous beasties from the sea will crawl ashore to investigate.

Also perhaps something to do with delving new depths of the seas and an evolutionary race between the worms (growing larger, developing teeth, perhaps amphibious) and the back-boned things (escaping more onto land, perhaps developing greater intelligence to evade their captors, changing primitive social structures in that they maybe live in herds or pods or something?).

Perhaps sealing the (former) bay in the northern half of the semi-supercontinent (I think it's Deas?) in order to empty the waters there and create perhaps a shallow sea/lake and raise the submerged land to the east from being totally engulfed by the seas?

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