The First Dynasty of Viv
March 2017 - April 13 2017
Ascension Address
The surviving villagers of Zahndorf bury their dead. One of them returns the book of rituals to the library. On the librarian’s desk, they notice a large round rock patterned with pitted swirls. By it, a slim book is opened to a page with a drawing of the same rock, labelled “The Statolith, pictured directly after recovery”. The pages are loose with age. It seems to be a scientific treatise about a deep sea creature, highly speculative as to its shape and life cycle. Carefully, the villager leafs through the book, puzzled by the drawings.
A long time ago, on the sea floor, the Creature is alive. It is not sentient, but awake.
Players
The following players were active at the start of this dynasty:
card, Cuddlebeam, derrick, Kevan, Matt, orkboi, pokes, Quincunx, Viv
And at the end of the dynasty:
arthexis, card, Cuddlebeam, derrick, Matt, Maldor, Oracular rufio, orkboi, pokes, Quincunx, Ryntai, Sphinx, Viv
This dynasty saw three players become admins: card, derrick, and pokes.
Posts of Interest
- Anatomy Created organ states
- Creature of Habitat Created a 7x7 grid for the creature to live in.
- Movement Allowed Creature to Move via limbs
- The Will of the Creature Added the organ state gland and moods
- Locations Gave squares on the habitat map names
- nutrients Created and named Nutrients (oh the terrible names we chose)
- Dark and Mysterious Landscape Defined Terrain Features
- Primordial Smoothie Put into place a nutrient economy
- The Needs Of The Whole Limited the number of nutrients an organ has at any given time to 4, and stores nutrients in the statolith
- I Can See Clearly Now Allows Scouting by Occellus, which renames cells.
- obsoleting_notes Changed the note mechanism in core rules to not require the text "note".
- Mood Swings Actions fullfill moods, decreasing them and giving rewards from the statolith. Exceptions made for hunger.
- Sustenance Adds a feeding action to the beak, and an nutrient absorption mechanism as a daily communal action. Both are location feature dependent.
- Diversification A pancreas state allows the converting of nutrients into each other. (was never used)
- Lest We Run Faster Than We Have Strength Limited the number of times per day an organ could become amorphous, targeted at limiting nutrient intake.
- Neighbors Defines neighbors and spawns one such neighbor at skeletons: the Big Grumper.
- Circulatory System Gives daily allowance of nutrients rather than having a special state to draw nutrients from the statolith
- A Massive Appetite Added guts, which increase ambient nutrient gathering, and formalized the process.
- Does the Ocean have a Name? Allows scouted locations to be given unique names.
- Life Expanded List of neighbors, tweaks spawning mechanism. spawning mechanism had odd behavior at this point.
- Its Crowded in Here Groundwork rulechanges for multiple creatures to exist.
- Drifting Blonium Grants Free Nutrients to Organs that are eyes or amorphous.
- By Any other Name tweaked legal names and reset many existing names (a large number were named after a single player)
- Algorithmic Naming Call for judgement on an if statement in a naming proposal.
- Keywords, This time There's Three of Them! standardized adjacent cells, made eels and big grumpers mobile, and added stingers, which can move mobile neighbors
- Parental Instinct Created Egg sacks, which can lay egg clusters. and established egg cluster stats, including state, location, and fathers.
- I can't get no Satisfaction Created satisfaction levels, made hunger fulfillable, and decreased satisfaction if taking an action that fullfilled a low mood.
- Weeding the Garden Changed the distribution of seaweed in habitat
- Even Educated Fleas Do It Created Choanocytes, that advance egg cluster states and add themselves as fathers at the same time.
- Nymph State (again) Created nymph, an organ state that allows organs to move independently of the creature
- You Say its Your Birthday Allows Mature Egg Clusters to transform into Medusas.