Shining in the Darkness - development and workshop thread

Can we have non-sentient races? :p
 
Species: Flallore

Polity: Flallorean Collective

Home Planet: Desmong; Arid terrestrial, 1.5x earth gravity, planet with many ancient, eroded mountains and plateaus in a sub-desert landscape. Much of the land is covered in a rocky, red surface that is rich in minerals. There is evidence of an old almost global system of lakes, rivers and oceans, but much of it is gone. There is a sole massive (think the size of Eurasia) lake in the southern hemisphere with small rivers flowing into it that is all that is left of the once aquatic world.

Desmong is orbited by a complex satellite system, with one large moon and a small comet that periodically follows a vastly strange and elliptical orbit. At times this comet comes between the planet and its moon, but then is brought back into nearly interplanetary space, only to lazily make its way back into the system to repeat the process. It appears to orbit the large moon.

Physical Description: Large omnivorous creatures with a long profile. The Flallore are semi-aquatic and have a large paddle-shaped appendage fixed at the bottom of the their flexible spine that helps in water mobility. In addition, they have two powerful legs and arms each with webbed appendages. When standing on their legs, they can stand at about 6ft tall, and when swimming can straighten out themselves to 7ft in length. Their entire body is covered in a slimy, pale blue skin with hard bright gold patches spaced along their spine and major joints. Their face resembles that of a dragon's snout, with a two pair set of large slitted nostrils and whiskers that can reach a foot long on the eldest. They have a double set of lungs and gills that can allow them to spend long periods underwater.

Mammals, the Flallore give birth to their young, which then spend several months close to their mothers until they are strong enough. During birth, a mother typical gives birth to 3-6 'pups'. The Flallore communicate vocally, albeit with a deep, throaty voice. They are a traditional two-gender species with the roles of parenthood equally split between both parents.

Rise of Technology: The origins of the Flallore are of the great lake on Desmong. Evolving from aquatic creatures, they have remained in the water but had a slight surface presence. During tribal times, the many who ventured to the surface in hopes of inhabiting it were met with vicious attacks by monsters of the deserts and canyons. Proving outmanned and underclassed, they retreated to the shallow waters and built up civilizations just under the waves.

Dry land became mystified and tales of countless abominations and beasts roaming the deserts became the status quo. Despite their reverence of the surface as a land of horrors, many vowed to return.

From their time in the solitary confinement that was the lake, they sought out new technologies with a passion. The Flallore, as it came to be seen, were natural scientists and engineers. Countless wars were fought in the early days, with city-states gaining a technological edge and exploiting that edge to rule over others. As time progressed and they rapidly entered the industrial age, a polity emerged among the republics and democracies that existed, one that put forward technology as the single greatest driving force. The event is known today as simply The Revolution. The Revolution called for extensive ideological freedom from traditional standards. This intellectual community grew by the hordes and came to dominate the lake in under three decades. Today the community is still celebrated by the Flallore, and manages the world.

From this time of unification never before seen in Flallore history came absolutely breathtaking engineering projects and accomplishments. Cities were built underwater and towered into the shallows, with moonpools and systems of airlocks allowing the species to live in relatively dry conditions inside the buildings. Civilian submarines (think of futuristic styles with wings and lots of glass, rather than OTL submarines) became their mode of transportation and so great underwater berths and drydocks were built. Massive farms were constructed out of colonies of algae and other vegetation and provided for the masses.

As the Flallore race had gained supremacy over the water, another intelligent race had emerged among the mountains on Desmong, presenting a grave threat to their security. From their safe haven in the lake, they were able to spy upon the enemy and learned of their barbaric ways. Determined to protect what they had built, the Flallorean nation emerged from the waves, having already learned the secrets of the atom and masters of it. Within a brief and spectacular nuclear holocaust, the other civilization was entirely wiped out and the Flallore began their long-awaited rule of the dry lands.

It took the better half of two centuries, but eventually a world-spanning civilization with megacities and academic institutions sprawling across the wastes was built. Technology focused on terraforming their world to a more comfortable one was used in mass quantities. Over time, they changed their whole planet, bringing back the tides of the once great ocean and reclaiming much of Desmong. High speed rapid transit connected the planet and spurred further growth. 200 years after they first came to rule the land, the Flallore, fascinated with the research and material possibilities, constructed an exploration ship outfitted with a newly discovered warp engine, and took to the stars.


Primary Colour: Deep Blue

Secondary Colour: Gold

Icon: A golden trident

Pros:
N/a

Cons:
N/a

Quirks:
N/a

Starting Planet Type: Laboratory World

Desired Starting Units: Exploration Ship, Troops

Local Star Names: Gundarr, Dolak III, Durne, Femid, Corasik, Hundim

Architectural Style (optional): Smooth, flowing buildings. Glass is used extensively with large, open spaces. Much of their buildings mimic the water, with roofs cresting and dipping like waves, clean and bright interiors with glass creating patterns with shafts of light. The inside of the buildings usually are wide and incorporate ovals in much of the walls and supports. Many of their buildings are built up from the seafloor, with hundreds of stories and skyscrapers rising up more than a mile high.

Spaceship Style (optional): Typically large and smooth, the ships of the Flallore extrude the very essence of the waves. They are sometimes referred to as ‘Space Whales’ in terms of appearance and size. Additionally, their experience with building under the extreme pressures of deep ocean depths has taught them incredible techniques to ensure the structural integrity of their spaceships.
 
Species: Phellem

Polity: Phellem Longing

Home Planet: Urphul. A pretty ideal Garden planet.

Species: The Phellem are a race created long ago by, according to their legends, the Gods known as the Umani. Big, Lumbering, with multiple long bony appendages capped with dextrous five fingered hands and quick minds, though they take orders almost instinctually. Phellem have an inherent desire to please those higher in the social order than they, and habitually form packs.

Legends from all around Urphul say that long ago the gods abandoned them, travelling to the stars before fading into heaven. The Phellem still tend to the works of their distant masters, longing for the day they return, where they will see that the Phellem are still devotedly theirs.

There are no remaining records of the appearance of the Umani, but most Phellem know that they will recognize them on sight.

Rise of Technology: Ten Thousand years ago the Umani created the Phellem to serve them. When the Umani left, the Phellem continued to tend to their works, and, by necessity, slowly learned the secrets involved in their creation.

Some Phellem have since decided to take to the stars, hoping to find the Umani and serve them.

The technology of the Umani, and therefore the Phellem, is boxy and utilitarian, though there is an undeniable grace in original Umani Designs that the Phellem seek, more or less successfully, to emulate.

Primary Color: Navy Blue

Secondary Color: Yellow

Starting Planet Type: Laboratory World

Desired starting units: Exploration Ship, Diplomat

Local Star Names: Ul, Alep Kentar, Iries, Prokentar, Durin

Typical Architecture: Concrete, Glass, lots of trees and open areas, rooftop gardens.

Typical Ships Designs: Utilitarian, Boxy, not given to unneeded flourishes, but with a certain grace.




Link to video.
 
Thank you guys! :salute:

I previously had a chat with Lord_Herobrine via PM, so I'm all cool with the Flallore.

@thomas, the Phellem are also provisionally approved but I have a couple of Q's: can you tell me a bit more about their appearance? Or are you cool with me experimenting? I'm thinking of some kind of hairy, non-exoskeleton creatures, with four legs spread radially around the main torso.

Also, I realise I hadn't made this explicit, but I really wanted to make a point of not having any 'ancients' or 'precursors' like we see in so many sci-fi settings. I feel like it will be more fun to have a blank canvas and have players create everything from scratch in-game. Especially if, as I hope, this becomes one of my longer-running games. Perhaps accelerated with a BT or five.

So, could we say the Umani are actually a subset of Phellem, who perhaps died out through some means - maybe a genetic bottleneck among elite families? Or maybe they are just a legend?
 
I pictured them looking a lot like great apes/gorillas, but with a more centered center of gravity, and, yeah the extra legs.

The Umani, I pictured looking like tall hairless apes. ;)

Sure, the Umani can have died out... I didn't expect you to put them anywhere, but the Phellem definently still believe they're out there in the heavens, waiting for them.
 
Species: Yuma

Polity: Confederacy of United Clans of Yuma

Home Planet: The Grand Hive of Yuma

Appearence: Common Yuma drone is a dark-chitin covered insectoid measuring 7 feet tall. It has 6 limbs, two of which are dedicated 'walking' appendages. The other four 'manipulator' limbs.

The head is a triangular ovoid in shape, with prominent faceted eyes mounted to the front. In general, the overall impression is similar to that of a praying mantis. There are two short antennae that protrude from the top of the head. The mouth is on the underside of the front point of the triangular head, and is relatively small. It is surrounded to two strong mandibles. The neck is very short but thick and sturdy, and can rotate 60 degrees.

The Yuma's body is divided into two separate 'sections.' The upper segment is approximately egg-shaped with a slight distension at the upper end just below the junction to the neck and head; this is where the upper limbs join the body. The lower segment is a tapered oval that arcs slightly towards the rear and forms a rounded point. The junction of these two segments is a heavily muscled narrow waist which the Yuma can twist to approximately 100 degrees

The lower four limbs are attached to the lower body segment. The lowest pair, or the traditional legs, are attached just above the point where the segment begins to bend rearwards. These legs have knee joints and ankle joint, and are terminated with clawed appendages. The ankles allow the Yuma to use the lowest part of the limb as feet, providing stability and agility when standing erect. These legs are also double jointed at the knees. The middle pair of limbs are primarily used as manipulating limbs, but are also seen as propelling limbs when a Yuma is running. These limbs are jointed at elbow and wrist, and end in clawed hands. There are four digits, including an opposable thumb, and these are clawed. The claws are short and horny. These legs are usually held folded against the front of the body.

he upper limbs are dedicated manipulatory limbs. These are jointed at the elbows and wrists. The elbow is jointed to the rear, similar to human arms. The hands end in four clawed digits, one of which is an opposable thumb. These digits are more flexible and agile than the ones on the middle limbs

Majority of the drones are not self-aware, and are hatched in massive Clan-operated nurseries, tended to by the Queens who laid them.

Non-sentient does not necessarily mean unintelligent. Each Yuma drone has brains capable of astonishingly complicated pattern-searching algorithms. They can be 'trained' for combat or any other role in civilized society (with the obvious exceptions of artistic or scientific endeavors).
................................................................................

Physical Description Continued: The "aristocracy" or the "clan members" of the Yuma can almost be considered a separate species entirely. Unlike the majority of the Yuma drones, the aristocracy is fully self-aware and posseessing many unique 'features' dependent upon the genetic template that they were based off of. The Yuma, a race uniquely skilled in the field of biotechnology, normally generates these 'clan members' in specially prepared vats or specially treated eggs. Clan members birthed from such a treatment is a unique individual in its own right, rather than being perfect clones. However, they still retain certain similarities unique to the "template" of the clan that birthed them, such as unique color patterns or additional appendages.

Rise of Technology: It has been many years since the disparate clans of the Yuma agreed, in the face of ongoing ecological disaster and depletion of natural resources, to put their differences aside and unite for a common cause: salvation of their race. With failing resources and industries, the clans of Yuma devoted everything they have towards the colonization of space, developing infrastructure and requisite technologies for faster than light travel.

............................................................................................................................

Starting Planet Type Hive World.

Desired Starting Units: TroopsExploration vessel

Local Star Names: I'll think of something later

Typical Architecture: Lots of domes, with iridescent blue coloration in general. "organic" looking technology, although they are most assuredly synthetic. The Yuma just prefer the organic aesthetics.

Typical Ship Designs: Floating polygons, with octahedral shapes being the most common. Gs are generally provided by acceleration.
 
wait this is a space thing

this is important
 
Species: Arkceli

Polity: Arkceli Consortium

Home Planet: Dagaia: WIP
Spoiler :

Physical Description:The Arkceli

Picture Description
Spoiler :

Rise of technology:WIP

Primary Color: WIP

Secondary Color: WIP

Starting Planet Type: Metropolis World

Desired starting units: WIP

Local Star Names: WIP

Typical Architecture: Natural mushroom sharp structures

Typical Ships Designs: Small opal sharped crafts
 
YUMA APPROVED

wait this is a space thing

this is important

All the spaces!!!

@Everblack, that's a cool pic. My advice is to think of a bunch of characters/mannerisms that would be fun (and hopefully unique) to play, and then build a species around that.
 
A sample of planet discoveries created during my test games - any ideas for other kinds of planets? :)

Spoiler :


Stormy Water Ocean World

A purple-tinted sky is streaked with dark thunderclouds, glowing orange as they roll and bubble up into the atmosphere to catch the sunset. The ocean itself has a reddish tint due to dissolved minerals. Global temperatures range from temperate to hot, there is no ice at the poles. Only a few volcanic peaks rise above the waves, a few amphibious species have evolved to make use of them, but these seem rather dangerous locations for us to settle. Various giant sea creatures detected - we'll need to stay in the area and do more research to find out more.

(2 Food, 2 Minerals, 1 Zen, depending on development; but high build costs. Oddity: giant sea creatures?)


Epic Mountainous World

This near-terrestrial world has a thick crust and powerful volcanism. Continental drift is driven by short, violent, jagged movements, which has pushed up some truly massive mountain ranges. Some peaks literally scrape the Stratosphere of the planet, with air flows leaving turbulent cloud patterns in their wake.

There are many freshwater lakes and small salty seas. Vast amounts of water appear to be locked up within the crust, trapped in deep folds and subterranean cave systems. There are some areas where erosion has filled in the troughs and created fertile plains, where flooding can be a problem. Most life forms appear adapted to survive frequent volcanic upheavals. Currently the planet has a strong greenhouse effect and only has glaciers on the highest peaks.

Due to low sea levels, atmospheric pressure in the deeper valleys is rather high, this has further favoured flying animals. The dominant life-forms are best described as bat-bird-marsupial hybrids, many of which have re-evolved to become flightless and fill in new niches on the ground (or underground). There are many kinds of plant which disperse using free-floating balloon-like growths.

We've found mysterious cave artwork and rock carvings - the sign of intelligent life. However we have yet to track down the species responsible, if they still survive. Indeed, we could spend much more time exploring the mountains and caves.

(2 Minerals, 2 Zen, 1 Food, med-high build costs, and risk of tectonic upheaval. Oddity: intelligent life?)


Volcanic World

Spectral analysis suggested abundant heavy elements, however surface conditions are much more hostile than hoped.

Much of this planet is shrouded in thick smog, sparkling with constant lightning. Large volcanoes erupt daily, and there are huge rifts in the crust were curtains of lava shoot high into the sky.
The surface is not quite volatile enough to form permanent lava seas, but huge lava flows routinely scour the surface.

Despite all this, liquid water persists on this world. We have detected extremophile bacteria thriving throughout the sub-surface, and forming mats around stable geysers in sheltered areas. Rare mineral concentrations are associated with these geysers.

(3 Minerals or 1 Food, very high build costs and risk of volcanic disasters)



Binary Metallic Planetoids

A pair of metal-rich, airless, cratered planetoids orbit each other in close proximity. These are the shepherds of a complex web of interlocking asteroid belts at the edge of the system.
Superhot, supermassive gas giants dominate the inner system and appear to have splatted any other planets.
The large, hot young star blasts radiation mercilessly.

(3-4 Minerals, 1 Zen, high build costs, risk of asteroid impacts)


Eccentric Water Giant

This massive ocean world has uncomfortable gravity and high atmospheric pressure, and if that were not enough, it has a long, eccentric orbit that sweeps past both extremes of the system's habitable zone...

We first encountered this world in its 'spring' phase, as it is closing in on its parent star. This appears to be the time for native plants and animals to bloom. We detected huge patches of sperm and eggs floating on the ocean surface, along with many kinds of aerial fruiting bodies being released to drift through the air like balloons, perhaps to avoid predators. We watched as 'summer' arrived, with searing heat driving massive evaporation and truly enormous storm systems across the equator; nights were lit by the glow of constant lightning all around.

We project that the 'autumn' phase may involve massive die-off of current adult life forms - those that survived the storms - followed by a long winter phase, where temperatures fall far enough for thick ice to form at the poles - perhaps even spreading all the way to the equator. Spores and eggs must be able to survive in hibernation for this time, or perhaps the adults of some species are able to burrow into the ocean floor, or otherwise hibernate.

(2-3 Food, 1 Zen, 1 Minerals, high build costs, risk of extreme weather events. Oddity: native life with unusual survival skills)



Primordial Gravel World

Sunny terrestrial world with water oceans and primitive native life. Sedentary filter-feeders and clumps of lurid algae are the only visible lifeforms.

Abundant microscopic life has pumped enough oxygen into the atmosphere to breathe. The land surface is composed of large swathes of barren sand and gravel, interspersed with rocky mountains.

(1-3 Food, 1-2 Minerals, 1 Zen, normal build costs)


Bone World / Devestated Terrestrial World.

It appears this world has suffered a massive asteroid impact in the recent past, causing tectonic plates to rupture and unleashing huge flows of lava. It has been severe enough to wipe out all complex life on the surface of the planet.

A dark layer of ash still hangs in the atmosphere.

Small organisms survive in the oceans, where geothermal energy seems to be the main source of life. Photosynthesis has slowed to a crawl, sufficient only to support microbes and hardy lichen-like forms.

An abundance of fossilised animal bones, suggests the presence of strange, giant animals before the impact occurred. There are even hints of tool use and signs of stone carvings left behind.

(1 Food, 2-3 Minerals, normal build costs, Oddities: giant animal bones and signs of extinct intelligent life)


Boring Cloudy Tundra World

The surface is an endless fractal pattern of smooth, snowy terrain dotted with icy lakes. Here and there, a geothermal hot spot opens up a patch of fresh liquid water, surrounded by spiky brownish vegetation.
Evolution on this planet seems to have stagnated. A kind of foot-long, bulbous, hairy centipede seems to be the most advanced life form.
Minor mineral deposits detected. At least, the air is mostly-breathable and there is plenty of water (frozen or otherwise).

(1 Food, 1 Minerals, 1 Zen, normal build costs)


Warm Carbon Planet

A dark, smoggy, oxygen-less and water-less world, nonetheless dotted with thick seas of hydrocarbons. Volcanoes erupt diamond dust and silica - needless to say, the air is not breathable.

(1-3 Minerals, high build costs)


Serene Arid World

Beautiful cactus-like plants exist in sheltered spots.
Colourful slime moulds battle for control of oases.
Spectuacular views of the watery gas giant it orbits, and its sibling moons.

(1-2 Minerals, 1 Food, 1-2 Zen, normal build costs)


Black Forest World

Kilometre-tall super-trees exist on this low-gravity world. The leaves are various dark colours to absorb the most energy from the red dwarf star.

A pinkish-tinted water ocean surrounds a few big continents, all of them are heavily forested, even at the poles - where leaves are shed during the long polar winter. The forest floor is incredibly dark, even during mid-day. There is minimal animal life, only insect-like creatures have been discovered on land, mainly recycling dead plant growth. Moth-like creatures prey on other insects.

The seas seem dominated by slow-moving, coral-like lifeforms and shellfish. Sediment cores suggest the planet is very stable and has not endured much in the way of calamities which might nudge evolution along.

(1-2 Minerals, 1 Food, 1 Zen, high build costs as giga-trees must be felled)


Yes, they are weighted towards habitable / interesting planets because we handily abstract away all the others. Like Star Wars, my idea is you'll have one interesting world per system.
 
Ghost World: Remains of an pre-FTL civilization that have been wiped out for unknown cause can be found in this system. Be wary in this part of the void--what has wiped them out may still be around.

Minerals or Zen through salvage or tourism. Oddity: ancient artefacts?

Hostile Garden Planet

A planet very rich in its biodiversity, with breathtaking landscape and unimaginable agricultural potential. Too bad almost everything here is trying to kill you.

Gas Giant Core

This metallic planet is actually a core of a gas giant that formed a bit too close to the sun. The atmosphere that surrounded it has dissipated entirely, leaving behind a floating hunk of massive heavy metals and other valuable compounds.
 
Updated my species. Also, how exactly are oddities obtained and consumed? If you settle a planet that has lets say, Evidence of intelligent life, do you obtain only 1 oddity for settling that planet/exploring it or do you obtain 1 oddity per turn?

If they are obtained on a per turn basis, do they ever run out as your civilization has exhausted any research possibilities into it or has grown bored of it?
 
Thanks Seon - will have to have a Chthonian planet or two!

Updated my species. Also, how exactly are oddities obtained and consumed? If you settle a planet that has lets say, Evidence of intelligent life, do you obtain only 1 oddity for settling that planet/exploring it or do you obtain 1 oddity per turn?

If they are obtained on a per turn basis, do they ever run out as your civilization has exhausted any research possibilities into it or has grown bored of it?

Thanks for the update!

I know its a bit gamey, but I would have them as a continual resource. Perhaps the Oddity rating drops from 2 to 1 over time, but will never (or rarely) disappear completely. Maybe there's always new fossils to dig up, new mineral veins to find, new archaeological finds to stumble upon?

My idea is you have one kind of colony specialisation for each of the four resources. So you have an interesting choice on how do develop a planet. Say a planet has potential of 2 Oddities and 2 Minerals. It may be that building a research outpost provides 2 Oddities and only 1 Minerals. But a mining colony can provide 2 Minerals, while maybe only providing 1 Oddity, or perhaps it completely destroys the chance to study them.

These choices will be somewhat unique to each planet as well. When you explore a new system, I plan to give feedback along with the planet description about what kind of colonies would provide what benefits. If that makes sense :)
 
Species name: Flavian
Spoiler :

Home Planet: Nestorius
Description: Large mountain ranges, cool to temperate climate, large amount of clouds, vales of temperate forests
Rise of Technology: Mostly augmenting the Flavian ability to fly, keeping those skills unhindered and also capitalizing on them


Will have more in a bit when I get back from work :)
 
Nice article, Daft. Maybe somewhere a bird variation is ruling dominant over our bipedal cousins :p
 
Hello again guys, apologies for the lack of updates. I've had a few months of soul-searching followed by landing a new job for a creative company. Things have settled down now, and with summer fading, I'd like to go ahead and try my hand at moderating once more!

I've posted a game thread here:

http://forums.civfanatics.com/showthread.php?p=13980652#post13980652

Some tweaks but mostly the same idea.

Those who are interested, please do feel free to post the races you designed here, I would love to see them!

Thanks :salute:
 
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