Primordial Evolution Game/Glüd: Difference between revisions

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A tribe of the [[Primordial Evolution Game/Western Tribes|Western Continent]].
The tribe of Glud in the Southern marshlands
The tribe of Glud in the Southern marshlands



Revision as of 12:45, 10 July 2012

A tribe of the Western Continent.

The tribe of Glud in the Southern marshlands

Technology

Communication: communicates through a electro-chemical based language, picked up by their many feelers they have on the front of their heads. They speak on a personal level, usually by interweaving each others antennae/feelers together to enhance the nerve connection of both Glüd worms. The antennae send out small micro-pulses to transmit the message, along with various chemicals and pheromones to aid in the nature of the message. This is how each of the Glüd worms communicate outside of their collective concious, which is stored in the Mind Bug's thoughts. Each worm has two minds, individual and the collective hive. "Many are One, One are Many." The only exception to this would be the Glüd royalty, the Queen only communicating to the Mind Bugs, or the High Council.

Culture and Belief System

As of yet, the Glüd have no religion. Many, though, are worshipping the life giving trees they live under, the Yantar plants. The Glüd call the plants "Yrwagk" (Ear-walk) and they believe that without the High Council, the Queen's Guidance, or the life giving Yrwagk trees the colonies would simply not exist.

Tribal Structure and Government

Matriarchal led High Council, followed by an unconscious/instinctual Hive Mind mentality creating a subspecies caste division based on roles needed to support the colony as a whole. Highly supportive of colony "royalty"

Four major large colonies, centered around large clumping of Yantar plants in places where marsh waters converge. As many as 6-10 smaller colonies, only which one or two are completely self sustaining. The others rely on a network of small tunnels used as trade and communication lanes, forming a large wall of smaller colonies interconnected as a barrier to the main bulk of the land unexplored outside the marshlands.

The Quad Colonies, the major four colonies, are widely centered on pacts of isolationism, as mixing of the colonies leads to a confusion in Glüd of their own home (because of the hive mind cross over from separate Mind Bug input)

This leads to feudalistic colonies which only trade communication and excess resources in times of dire need, leaving each to progress largely on their own in this current point in time. They each share the same understandings, though with varying amounts, and each has a specialty in production.