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	<title>2d4chan - User contributions [en]</title>
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		<id>http://2d4chan.org/mediawiki/index.php?title=Spider-God&amp;diff=443556</id>
		<title>Spider-God</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Spider-God&amp;diff=443556"/>
		<updated>2020-08-14T17:20:45Z</updated>

		<summary type="html">&lt;p&gt;2601:203:480:4C60:8544:AA1E:F9FB:963B: Undo revision 685547 by I LOVE gardevoirs! (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Spider-god.png|thumb|center|500px|Possibly a depiction of the Spider-god, or a stylized Arachnarok Spider (which it probably looks like anyway) from the 8e Army Book.]]&lt;br /&gt;
The &#039;&#039;&#039;Spider-God&#039;&#039;&#039;, AKA the Feaster From Beyond, is a deity from [[Warhammer Fantasy]] and its sequel-setting [[Age of Sigmar]] worshiped by [[Forest Goblins]] of the [[Orcs &amp;amp; Goblins]] faction. &lt;br /&gt;
&lt;br /&gt;
==The Legend==&lt;br /&gt;
Canon information on the Spider-God is scarce, since it was only introduced in 7th edition and Forest Goblins have never been prominent. &lt;br /&gt;
&lt;br /&gt;
The Spider-God&#039;s origins in the old world is unknown but it apparantly was content to reside in the [[Warp]] doing who knows what and being worshiped by nobody in particular.&lt;br /&gt;
&lt;br /&gt;
Meanwhile on the mortal world, greenskins migrated throughout the world and mostly settled in the Badlands AKA Warhammer Eurasia (totally not a political statement, &#039;swear on our zog). A particular bunch of Goblins entered the woodlands of the Drakwald, essentially the Black Forest of Warhammer situated in future [[The Empire (Warhammer Fantasy)|Empire]] territory. These Goblins found the forest to be mostly inhabited by giant spiders of every size, from &#039;microscopic mite&#039; to fucking &#039;four-story castle&#039;.&lt;br /&gt;
&lt;br /&gt;
The two initially were at constant war, with the spiders unable to defeat the Goblins, since greenskins release spores upon their death, leading to massive population growth where they are defeated. (although they weren&#039;t really trying, just eating what came to them). The Goblins, despite these ludicrous numbers, couldn&#039;t defeat the spiders because they were massive apex predators and the Goblins were idiot spore-ape gits.&lt;br /&gt;
&lt;br /&gt;
As time went on natural selection took place, and the dumber Goblins gave way to those clever enough to steal the young from their enemies to raise as mounts, giving way to the [[Forest Goblin Spider Riders]] as well as those smart enough to figure out which small spiders to eat, and which ones to avoid. The Goblins used sacrifices of [[Beastmen]] warbands captured by the Spider Riders as well as sacrifices both of their kin and with their own ritual bloodletting to appease the larger, more undefeatable spiders. Mutations began to take place among the Forest Goblins, resulting in extra arms, extra eyes, natural venom, and other spider-like traits appearing rarely among their population. &lt;br /&gt;
&lt;br /&gt;
Eventually the Shamans of the Forest Goblins found a way to enter trances similar to those used to channel Gork and Mork ([[Meme|or was it Mork and Gork?]]) using poisonous spiders, either by eating them or filling their mouth with spiders, &lt;br /&gt;
w hich proceeded to bite and pump their tongues full of venom. Either way, the minds of the Goblins were drug through the Warp and before the Spider-god itself. The Spider-god taught them dances which would prove kinship to the spiders of the world.&lt;br /&gt;
&lt;br /&gt;
Some Shamans attempted to use these dances to communicate with the gigantic [[Arachnarok Spiders]], the largest spiders in the world which previously had been able to wipe out life entirely in sections of the forest with their giant circular webs silently being woven around entire swathes of forest. These early attempts were met with predictable results: Goblin Shamans being wrapped up and liquified for a protein snack.&lt;br /&gt;
&lt;br /&gt;
But the Shamans continued communing with the Spider-god, eventually becoming the #1 deity of the Forest Goblins with Gork and Mork/Mork and Gork as subordinate gods to its greatness. Effigies of spiders created with skulls adorned the Forest Goblin settlements, which were increasingly relocated to nearby Arachnarok lairs. Eventually the Arachnaroks began accepting the sacrifices of the Forest Goblins, and with the dances of the Shamans being echoed by the tribes they eventually began to see the Forest Goblins as their own young (note that since we&#039;re talking about spiders, that doesn&#039;t mean they won&#039;t eat any who get too close to the fangs or ensnared on a web), allowing them to crawl all over their bodies and build wooden structures held together with the Arachnarok&#039;s own web on their backs. &lt;br /&gt;
&lt;br /&gt;
Since the Forest Goblins weren&#039;t important enough to even merit so much of a mention in [[End Times]] the Spider-God&#039;s participation was unknown.&lt;br /&gt;
&lt;br /&gt;
===Age Of Sigmar===&lt;br /&gt;
The Spider-God survived into Age of Sigmar where it was confirmed to not only actually exist but also exist alongside a pantheon of other greenskin gods that are believed to be aspects of Gork and Mork/Mork and Gork/Gorkamorka. The Spiderfangs believe the Spider-God was a spider that bit the foot of Gorkamorka as he was rampaging through the Mortal Realms and became infused with the god&#039;s power, becoming an aspect of the god that the Spiderfang Grots worship. Though no one is entirely sure if it&#039;s a separate entity or not. Regardless it has been described as having a feral intelligence and its power can be felt in the places the Spiderfangs conquer and has been known to manifest its presence through the spiders that the SpiderFangs control (of which the sizes of the spiders can vary from a couple of inches to the size of dogs and bigger) and the Arachnaroks are believed to be its earthly avatars (somewhat like Spider-God Greater Daemons).&lt;br /&gt;
&lt;br /&gt;
It is also currently unknown if it is even technically the same entity that existed in the World-That-Was.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Orcs &amp;amp; Goblins]][[Category:Age of Sigmar]][[Category:40k and Fantasy Gods]][[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2601:203:480:4C60:8544:AA1E:F9FB:963B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Triumph_of_Spring_(Fortune:_Evolution_Game)&amp;diff=511874</id>
		<title>Triumph of Spring (Fortune: Evolution Game)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Triumph_of_Spring_(Fortune:_Evolution_Game)&amp;diff=511874"/>
		<updated>2020-08-14T17:20:21Z</updated>

		<summary type="html">&lt;p&gt;2601:203:480:4C60:8544:AA1E:F9FB:963B: Undo revision 685546 by I LOVE gardevoirs! (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:FORTUNE 5.1 (Regional).png|500px|thumb|A map of the various regions of planet Fortune during the Triumph of Spring.]]&lt;br /&gt;
The &#039;&#039;&#039;Triumph of Spring&#039;&#039;&#039; is the name given to the fifth part of the [[Fortune: Evolution Game]]. It is set after the end of the Ice Age that comprised parts 3 &amp;amp; 4. The name was first used here on 1d4chan, and was discovered by the players in the midst of [http://archive.foolz.us/tg/thread/19043505/ Discussion Thread 2]. Triumph of Spring introduced a new map, with a variety of environments and a reworked continent (shifted by continental drift etc.). It also introduced a new landmass, called Volcano Island, formed as a result of the massive eruption that led to the end of the Ice Age.&lt;br /&gt;
&lt;br /&gt;
This article/entry is for additional details and fluff concerning the starting organisms available at the very start of the thread, along with behind the scenes information about the creation and development of the species by [[User:FortuneBro|FortuneHost]] and the players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
===Aquabeast===&lt;br /&gt;
[[File:Aquabeast_00.png|200px|thumb|Aquabeast]]&lt;br /&gt;
The &#039;&#039;&#039;Aquabeast&#039;&#039;&#039; is a carnivorous aquatic repto-mammal that lives in cold saltwater habitats, usually inhabiting the mid-range to deep ocean depths. It makes its home in the Continental Shelf and the North Sea Regions.&lt;br /&gt;
&lt;br /&gt;
The Aquabeast is about the size of a whale shark, roaming the mid to near-surface depths of the ocean. While most of its body is covered in dense bony armor, its underbelly is adorned with slick blue hairs, stuck close together, similar to a penguin&#039;s feathers.&lt;br /&gt;
Being such a large beast, this creature&#039;s digestive system is wonderfully efficient, even the bones of prey are digested. The calcium present in these goes to the upkeep/growth of the Aquabeast&#039;s impressive armor (which, is actually a  modified second skeleton).&lt;br /&gt;
While the Aquabeast is only moderately fast, it does have the advantage of a long tongue, one that can extend it body length away. In this regard, the Aquabeast has changed little from its Spineback predecessor, it remains an ambush predator, relying on a single decisive strike to grab prey before it has a chance to react.&lt;br /&gt;
&lt;br /&gt;
===Arctic Serpent===&lt;br /&gt;
[[File:ArcticSerpent_00.png|100px|thumb|left|Arctic Serpent]]&lt;br /&gt;
The &#039;&#039;&#039;Arctic Serpent&#039;&#039;&#039; is an arboreal mammal whose main diet consists of insects and prefers forests with a cold to temperate climate. They are found in the region known as the Northern Wildwood.&lt;br /&gt;
&lt;br /&gt;
The Arctic Serpent is one of Fortune&#039;s few mammals, giving live birth and with lactating females. While their ancestors burrowed underground to escape the cold, since the meltdown, they have returned to their arboreal routs, hanging in the boughs of trees in groups of up to a dozen. Here they eat the many insects that are (suprisingly) common in Fortune&#039;s colder regions.&lt;br /&gt;
The Arctic Serpent is probably about the size of a large dog, like a Great Dane.&lt;br /&gt;
&lt;br /&gt;
===Barkworm===&lt;br /&gt;
[[File:Barkworm_00.png|200px|thumb|Barkworm]]&lt;br /&gt;
&#039;&#039;&#039;Barkworms&#039;&#039;&#039; are omnivorous insectoids that make their homes inside burrows carved out of tree-trunks. They are found wherever there are trees, and so are most common in the regions of the Northern Wildwood and the Equatorial Jungles.&lt;br /&gt;
&lt;br /&gt;
Barkworms are a creatures that has changed very little in millions of years. They inhabit the inside of trees, helping to clean out dead bark and rotten roots, the way cleaner fish pick dead skin off larger fish on Earth. The Barkworms will also not hesitate to eat deceased animals either, provided they are not far from the creature&#039;s burrows (such burrows are either bored into the tree itself or are in the dirt beneath its roots).&lt;br /&gt;
&lt;br /&gt;
Barkworms are about the size of a human hand.&lt;br /&gt;
&lt;br /&gt;
===Beach Crab (Spearfishing Crab)===&lt;br /&gt;
[[File:Spearfishing_00.png|200px|thumb|left|Spearfishing Crab]]&lt;br /&gt;
The &#039;&#039;&#039;Spearfishing Crab&#039;&#039;&#039;, sometimes shortened to just &#039;&#039;&#039;Spearfisher&#039;&#039;&#039;, is a terrestrial crustacean, that, as its name implies, eats mainly small fish that it catches with the brutal &amp;quot;hook&amp;quot; atop its back. It is found along the the warm, sunny coasts and beaches of the Meadowed Plains and the Equatorial Jungles.&lt;br /&gt;
&lt;br /&gt;
(More description to be added at a later date.)&lt;br /&gt;
&lt;br /&gt;
===Blind Burrowing Snake===&lt;br /&gt;
[[File:BlindBurrowing_00.png|200px|thumb|Blind Burrowing Snake]]&lt;br /&gt;
&#039;&#039;&#039;Blind Burrowing Snakes&#039;&#039;&#039; are subterranean mammals with an omnivorous diet (roots as well as insects). They are found in the following regions: Meadowed Plains, Equatorial Jungles, &amp;amp; the Northern Wildwood.&lt;br /&gt;
&lt;br /&gt;
Due to a random mutation deep in its past, the Blind Burrowing Snake lost its eyes, to be replaced with short digging arms, each possesed of a single thick &amp;quot;fingernail&amp;quot;-like structure.&lt;br /&gt;
&lt;br /&gt;
These creatures give birth to live young, about 2-4, and upon emergence, sniff out their mothers teats, and survive on a diet of milk until about 3 months, after which their mother weans them onto insects and roots.&lt;br /&gt;
&lt;br /&gt;
The snakes live in small family groups, consisting of around 10-20 individuals and live in an extensive warren, not unlike Earth&#039;s prarie dogs.&lt;br /&gt;
&lt;br /&gt;
In terms of size, Blind Burrowing Snakes are around the length and thickness of a human arm.&lt;br /&gt;
&lt;br /&gt;
===Bloat, Land (Gardenback)===&lt;br /&gt;
[[File:Greenback_00.png|150px|thumb|left|Gardenback]]&lt;br /&gt;
The &#039;&#039;&#039;Gardenback&#039;&#039;&#039; is an aerial terrestrial herbivore found in the temperate forests of the Northern Wildwood.&lt;br /&gt;
&lt;br /&gt;
The Gardenback is covered in green fur reminiscent of dense foliage and its belly is the colour of stone, all the better to blend into copses of woody trees and undergrowth. This is especially aided by the growth of plants on the creature&#039;s back. Like its cousin the &#039;&#039;&#039;Rainbow Blimpie&#039;&#039;&#039;, the Gardenback possesses a modified stomach, open to the air in the form of a bowl. Here, rainwater collects and quenches the creature, rather than the more familiar process of drinking. In this small pond, the seeds of small waterborne plants can fall and germinate, to decorate the creature. While the main benefit of this garden is blending into surroundings (very important, as the Gardenback floats at a leisurely pace, even at its fastest) it can also provide a quick snack should food prove scarce. There are even reports of Greenbacks picking and intentionally planting shoots and saplings into their pond-bowl, using their split-trunk like a clumsy manipulator.&lt;br /&gt;
&lt;br /&gt;
Near its back, the Gardenback still retains the bright orange spots that, on its ancestors, served as photosensitve receptors responsible for photosynthesis. The Gardenback, however, does not produce its own food, and these spots are in fact inert, and now serve only as a remind of its past. It is very possible the feature will atrophy, until disappearing completely, like the spots of the Rainbow Blimpie.&lt;br /&gt;
&lt;br /&gt;
====Behind the Scenes====&lt;br /&gt;
* This creature was named by the fans/players, as FortuneHost couldn&#039;t think of a decent one when it was submitted.&lt;br /&gt;
* The creature&#039;s habit of picking plants between two &amp;quot;fingers&amp;quot; is reminiscent of &#039;&#039;E.T.&#039;&#039;&lt;br /&gt;
* Gardenbacks owe some amount of inspiration to some of the creatures of the animated film &#039;&#039;Princess Mononoke&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Bloat, Sea (Rainbow Blimpie)===&lt;br /&gt;
[[File:RainbowBlimpie_00.png|150px|thumb|Rainbow Blimpies]]&lt;br /&gt;
A vibrant and beautiful specimen, the &#039;&#039;&#039;Rainbow Blimpie&#039;&#039;&#039; is an aerial herbivore found along the warm tropical waters on the coasts of the Equatorial Jungles.&lt;br /&gt;
&lt;br /&gt;
Rainbow males are possessed of bright and vivid skin in every colour imaginable. While poor at camouflage, this display is wonderful at grabbing attention of the ladies, and that&#039;s just what the males do with them. They are also aided by any plants they have on their back. Males are often seen floating through the jungle picking out brightly coloured flowers and plants, to advertise themselves all the more. A male with a beautiful bouquet is seen as a good bet, as to collect this garden, the male must be smart enough to avoid dangerous predators, &#039;&#039;not&#039;&#039; an easy task when one moves at the pace of a snail through predator-infested jungles with a technicolor dreamcoat.&lt;br /&gt;
 &lt;br /&gt;
[[File:RainbowBlimpie_Scale.jpg|150px|thumb|left|Size Comparison to &#039;&#039;Homo sapiens&#039;&#039; male.]]&lt;br /&gt;
&lt;br /&gt;
Females on the other hand will select decidedly inconspicuous plants, all the better to blend into the jungle surroundings when she is tied to a single spot, guarding her nest (males are not present once mating has concluded). The nesting female will also select fruiting bodies, in order to feed herself without leaving her children unattended. It should be noted that, as a glorified hot-air balloon, should a predator come-a-calling, there is little that the mother Rainbow can do. Blimpies are not equipped with anything in the way of defense, though they will attempt to impotently bat the aggressor with their trunks. The mother can provide &#039;&#039;one&#039;&#039; service in the aid of her unhatched children: martyrdom. The mother, if accosted by a predator will inadvertently serve to fill the belly of the predator, and once full, will not be interested in the eggs. Such is the hope, at least, and so far it succeeds often enough for the Rainbow Blimpie to continue to thrive in its chosen habitat.&lt;br /&gt;
&lt;br /&gt;
When not looking for love, this slow-moving, chill creature can be seen dipping their trunks into the water to trawl for plankton and other organisms, though it can also digest macroscopic plants, even the ones on its back, though this is usually a sign of starvation or desperation, as those plants serve as camouflage or sexual display.&lt;br /&gt;
&lt;br /&gt;
====Behind-the-scenes====&lt;br /&gt;
* The vibrant colours of the Rainbow Blimpie male was inspired by the brilliant scales of the [http://en.wikipedia.org/wiki/Parrotfish parrotfish].&lt;br /&gt;
&lt;br /&gt;
===Bloat Whale===&lt;br /&gt;
[[File:BloatWhale_00.png|50px|thumb|left|Bloat Whale]]&lt;br /&gt;
Bloat Whales are large orca-sized filter feeders common to most areas of the ocean, with the exception of the Abyss and the Coastal Shallows. They are found in Near-Surface to Deep depths.&lt;br /&gt;
&lt;br /&gt;
Bloat Whales, as they age, often play host to certain algaes that live on their skin, like barnacles latching onto a ship. This causes the creature no pain.&lt;br /&gt;
&lt;br /&gt;
===Chomper, Bull===&lt;br /&gt;
[[File:BullChomper_00.png|200px|thumb|Bull Chomper]]&lt;br /&gt;
&#039;&#039;&#039;Bull Chompers&#039;&#039;&#039; are terrestrial herbivorous repto-mammals that live in the high tops of mountains and other alpine environments. As such, they are only found in the Mountains region on Fortune.&lt;br /&gt;
&lt;br /&gt;
Gorilla-sized mountain herbivores, the Bull Chomper is an offshoot of the &amp;quot;Thumbed Chomper&amp;quot;. Developing in the mountains, the Bull Chompers fur became thicker, shaggier, and turned a deep black. This colour change served to absorb more of what little heat it recieved high in its alpine home. Surprisingly, it also serves as camoflauge. Bull Chompers will bury their bodies in the snow, and look for all the world (to hungry predators at least) like a rock formation jutting out of the snow.&lt;br /&gt;
&lt;br /&gt;
Bulls Chompers travel in herds of about 5-10, a single alpha male and his &amp;quot;harem&amp;quot; and children, like lion prides on Earth. An alpha male possesses a bright red &amp;quot;mohawk&amp;quot; a symbol of his status, but one that only develops once a male has a herd of his own (similar to the change that turns male gorillas into silverbacks). &lt;br /&gt;
&lt;br /&gt;
Most young males will wander alone, never to be seen save during mating season. It is during this time that the alphas are formally challenged (with headbutting reminiscent of musk oxen) , though sometimes while fighting, other males will sneak in and mate with the females, who have no qualms &#039;cheating&#039; on their alpha. Any products of these unions are allowed to hatch, but as soon as the young can walk, the alpha will chase it from the herd. Bull Chompers, like most of Fortune (save for the Arctic Serpents &amp;amp; Blind Burrowing Snakes) lays clutches of eggs. One hallmark of the various Chomper species is that they lay only a few eggs (one or two at a time) and then raise them to adulthood.&lt;br /&gt;
&lt;br /&gt;
The Bull Chomper possesses thick calluses on the ends of its knuckles, these serve as dextrous &amp;quot;hooves&amp;quot; that assist the creature in staying steady on high mountaintops much like Earth mountain goats.&lt;br /&gt;
&lt;br /&gt;
===Chomper, Camleback===&lt;br /&gt;
[[File:Camelback_00.png|thumb|left|Camelback Chomper]]&lt;br /&gt;
&#039;&#039;&#039;Camelback Chompers&#039;&#039;&#039; are terrestrial repto-mammals found in temperate to dry plains &amp;amp; steppes as well as deserts. They subsist on a herbivorous diet and are found in the regions of the Great Northern Savannah and the Desert. &lt;br /&gt;
&lt;br /&gt;
Camelback Chompers are horse-sized nomadic herbivores that are built to survive harsh, dry conditions. They mainly do this through the use of the fat cells stored in their &amp;quot;hump&amp;quot;, allowing for them to, in emergency or drought, to survive for about 3 weeks without food, noticeably shrinking their humps. Should this happen, the Camelback will gorge at the next opportunity, attempting to replace the lost storage.&lt;br /&gt;
Their bodies are also adept at storing water, including thick jowls (like a Bloodhounds) that trap saliva in the cheeks, allowing it to be reused rather than lost via drool/evaporation.&lt;br /&gt;
&lt;br /&gt;
Camelbacks travel in herds of anwhere from a dozen to nearly a hundred animals, grazing and lazily migrating across their habitats. These herds are the primary family unit, and while hatchlings are cared for mainly by their biological parents, Camelbacks often have a group of older females past breeding age that act as a sort of &amp;quot;daycare&amp;quot; for the herd as a whole (similar to meerkats on Earth). Camelbacks even have the curious practice of &amp;quot;adoption&amp;quot;, where, if the parents of a baby or juvenile Camelback perish, a mated pair without a child of their own will take the youngster in. At times this is done even if the mated pair already has a child, and other times one of the non-breeding &amp;quot;daycare&amp;quot; females will take the orphan in.&lt;br /&gt;
&lt;br /&gt;
===(Chomper) Smiler===&lt;br /&gt;
[[File:Smiler_00.png|150px|thumb|Smiler]]&lt;br /&gt;
The &#039;&#039;&#039;Smiler&#039;&#039;&#039;, or &#039;&#039;&#039;Smiling Chomper&#039;&#039;&#039; is a herbivorous terrestrial repto-mammal found in the the Meadowed Plains and Equatorial Jungles regions of Fortune.&lt;br /&gt;
&lt;br /&gt;
The Smiler is a gorilla sized herbivore that travels in family groups not unlike Earth chimpanzees. The troop is led by a leading mated pair, and child-rearing is overseen by all females of the group. They are most at home in grasslands, but the species does well in forests too. Smilers are well known for their use of tools, unique on Fortune. They use the spikes of the Spineroot plant to dig up large roots and tubers as an alternative to their regular diet of grasses. It should be noted, though, that there is no sense of ingenuity or invention in this, and that it is almost purely instinct. For now, the Smiler&#039;s intelligence has plateaued.&lt;br /&gt;
&lt;br /&gt;
Smilers get their names from the creepy looking grin that, because of their jaw structure and musculature, is permanently etched onto their faces.&lt;br /&gt;
&lt;br /&gt;
===Demolisher (Spineback)===&lt;br /&gt;
[[File:Demolisher_00.png|150px|thumb|Spineback/Demolisher]]&lt;br /&gt;
The &#039;&#039;&#039;Demolisher&#039;&#039;&#039; is the top land predator on Fortune, found in the regions of the Great Northern Savannah, the Northern Wildwood, and the Arctic Circle. Demolishers, fully grown are about the size of a schoolbus, and that schoolbus is more dangerous than yours ever was. On its back, the Demolisher has spikes a yard long, all situated on a thick secondary skeleton that provides the kind of armor that would make a turtle green with envy.&lt;br /&gt;
&lt;br /&gt;
Demolishers are rare, as the ecosystem cannot support more than a few, thankfully they&#039;re efficient eaters. Like hyenas on Earth, Demolishers digest even the bones of their prey, and they use the calcium gained from this to build and repair their armour. Another effect of this efficiency means that Demolishers need only eat once every week or two.&lt;br /&gt;
&lt;br /&gt;
In conclusion, the Demolisher&#039;s [[Meme|name is HUGE]] and it is a beast made of [[Rip_and_tear|RIP &amp;amp; TEAR]].&lt;br /&gt;
&lt;br /&gt;
===Featherscale===&lt;br /&gt;
[[File:Featherscale_00.png|150px|thumb|left|Featherscale]]&lt;br /&gt;
&#039;&#039;&#039;Featherscales&#039;&#039;&#039; are carnivorous fish native to warm-to-tropical waters of the Coastal Shallows and Western Ocean regions.&lt;br /&gt;
&lt;br /&gt;
These wolf-sized predators are exclusively adapted for hunting Sea Bloats, to the point that *any* change in the Sea Bloat population has a corresponding and profound effect on Featherscale numbers.&lt;br /&gt;
&lt;br /&gt;
The main hunting tactic of the Featherscale is to &amp;quot;wind-up&amp;quot; the muscles in their tail, putting all their energy into a tremendous burst of speed, and leaping out of the water. From their, the creatures glide for several minutes, attempting to spear any Sea Bloats with their mandibles. Eventually, though, the Featherscale must return to the water (as it does not possess lungs, only gills), and gravity takes its toll. Ideally, the creature will have snagged a Bloat, floating on the surface and ripe for the picking. If not, the creature will have to try again later, when it cathes its &amp;quot;breath&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Featherscales lay thousands of soft slimy-coated eggs in underwater caves disguised with sea-flora. The young hatch into small thumb-sized fry that must fend for themselves from the moment of birth. On average, only around 7% reach adulthood.&lt;br /&gt;
&lt;br /&gt;
===Grey Wretch===&lt;br /&gt;
‎[[File:GreyWretch_00.png|100px|thumb|Grey Wretch]]&lt;br /&gt;
The &#039;&#039;&#039;Grey Wretch&#039;&#039;&#039; is a carnivorous terrestrial repto-mammal that makes its homes in Fortune&#039;s cold to temperate forests and plains, being found in the regions of the Mountains, the Northern Wildwood, and even the Arctic Circle.&lt;br /&gt;
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Grey Wretches are grizzly bear-sized solitary predators of the north, though they are also sometimes seen in pairs. Interestingly, Grey Wretches (like their ancestors) only seek breeding partners near the very end of their lives (somewhere along the last few months or so), and when they spawn, their death soon follows (similar in this respect to Earth&#039;s salmon population).&lt;br /&gt;
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The female lays up to a dozen or more football-sized eggs, burying them in a large pile of dirt or snow-drift. When the young hatch, they are about the size of a chihuaha, and stick together for safety, catching insects and other small prey, until they are old enough for larger game. Once they reach 60% of their adult size, the juvenile Wretches part, leading solitary lives, though by this point, there is rarely more than 5 of the original clutch left.&lt;br /&gt;
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===Ice Bug===&lt;br /&gt;
[[File:IceBug_00.png|200px|thumb|Soldier (on the right) and Worker (on the left) Ice Bugs.]]&lt;br /&gt;
Ice Bugs are thumb-sized subterranean herbivores that are common to the Arctic Circle and the Wildwood. They live in underground nests similar to ants. They only leave their homes to find food, snipping off bits of leaf and returning them to the hive, where they are stored for the group as a whole. Ice Bugs possess on their abdomens an orange organ that radiates heat, and this is what allows them to live at the temperatures that they do.&lt;br /&gt;
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(Copypasted from thread.) &#039;&#039;Ice beetles split into two inner castes for the sake of the colony. The larger bull Ice beetle digs the nests, lays the eggs and collects the food at the cost of its paralyzing saliva being weaker and only good for keeping an already paralzyed target down. The smaller suicide ice beetle on the otherhand has its teeth form together into a peircing probiscis, and then spends its entire short life in the suicidal pursuit of killing anything non beetle nearby so that the bulls may harvest the corpse or live prisoner, which is chopped up and taken to the hive or if small enough taken down whole. When the small suicide beetle runs out of its poisonous saliva or dies from starvation, it dies and is recycled by the colony as food for the younger beetles.&#039;&#039;&lt;br /&gt;
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===Ice Ray===&lt;br /&gt;
[[File:IceRay_00.png|200px|thumb|left|Ice Ray]]&lt;br /&gt;
&#039;&#039;&#039;Ice Rays&#039;&#039;&#039; are carnivorous fish that make their homes in the arctic to temperate waters of the Western Ocean, North Sea and Continental Shelf regions, being found at Near-Surface to Mid-Range depths.&lt;br /&gt;
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Ice Rays have flat manta-ray like bodies and hunt either solitarily or in a mated pair. They mate for life, and in fact, if one of the pair dies, the other will waste away, refusing to eat, seemingly mourning its lost partner.&lt;br /&gt;
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Ice Rays are semi-nocturnal, occasionally hunting at night, where they come closer to the surface. Here, in the moonlight, at seemingly random intervals, they gracefully somersault and backflip in the water. These hauntingly beautiful &amp;quot;dances&amp;quot; are a complete mystery, and no one has any idea as to why they are performed.&lt;br /&gt;
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Ice Rays are near the size of a dolphin, but almost 2-3 times as wide, owing to their &amp;quot;wingspan&amp;quot;, the modified fins that &#039;flap&#039; through the water, providing locomotion.&lt;br /&gt;
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===Piranha Fly===&lt;br /&gt;
[[File:PiranhaFly_00.png|200px|thumb|Piranha Fly]]&lt;br /&gt;
&#039;&#039;&#039;Piranha Flies&#039;&#039;&#039; are terrestrial predatory insects about the size of a horsefly, and are common to the Equatorial Jungles, the Great Northern Savannah, the Desert, and the Meadowed Plains.&lt;br /&gt;
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Living in solitude for the most part, a Piranha fly will find a host to latch on to, and over a period of many days, drain away small portions of blood. When the creature has had its fill, it leaves the parting gift of a painful bite, taking a pill-sized chunk of flesh.&lt;br /&gt;
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The reason the Piranha Fly is called as such is because of their mating season, which, for the fly&#039;s neighbors, is the stuff of nightmares. Pirahna Flies gather from miles and miles around, flying high into the air in swarms of almost a million, buzzing a low droning sound that can be heard far away from the swarm&#039;s centre.&lt;br /&gt;
Pirahna Flies, after mating and laying their eggs (about 500 for each female) in calm bodies of water (they need not be stagnant), the flies then proceed to earn their fearsome reputation. Much like salmon on Earth, Pirahna Flies mating takes a lot out of them, &#039;&#039;unlike&#039;&#039; salmon, the Pirahna Flies have found a way around the death that would normally accompany this. The swarm of a million descends on some unlucky bastard of a creature and every one of them proceeds to take a single bite from the victim... this one creature dies &#039;&#039;horribly&#039;&#039;, be it &#039;&#039;&#039;Camelback&#039;&#039;&#039;, &#039;&#039;&#039;Smiler&#039;&#039;&#039;, or even the normally unmolested &#039;&#039;&#039;Shogun Walrus&#039;&#039;&#039;. As a result of this practice, a Pirahna Fly can survive and mate up to five seasons in a row. After this one creature, the flies are satisfied and they move on, to return to their solitary existence.&lt;br /&gt;
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===Proboscis Scorpion===&lt;br /&gt;
[[File:Proboscis_00.png|200px|thumb|left|Proboscis Scorpion]]&lt;br /&gt;
The &#039;&#039;&#039;Proboscis Scorpion&#039;&#039;&#039; is a herbivorous terrestrial insectoid inhabiting forested areas of the Meadowed Fields, the Equatorial Jungle and and Northern Savannah.&lt;br /&gt;
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The scorpion is about the size of a human palm, and possesses wings rendering it capable of short bursts of flight, as well as a sharp ovipositor that&#039;s sharp enough that, in a pinch, can be used as a weapon.&lt;br /&gt;
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Female scorpions will store fertilized eggs for extended periods of time, until they can use their stingers to inject hundreds of eggs under the skin of a larger creature, where the young hatch and develop.&lt;br /&gt;
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They begin their life as carnivorous larval creatures consisting of little more than powerful jaws, and begin eating their host from the inside out. Most of the time this will kill the host, though in the case of larger creatures it may simply deliver irreparable damage. They develop into their adult forms while inside the host, the final stage being losing their jaws and developing a proboscis/tongue, upon which they will burst out of the host and find their way to the nearest &#039;&#039;&#039;Asparagus Tree&#039;&#039;&#039;, using their proboscis to feed upon the rich resin in the core of the tree.&lt;br /&gt;
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===Raveshark===&lt;br /&gt;
====Ravedragon (Abyssal Raveshark)====&lt;br /&gt;
[[File:Ravedragon_00.png|200px|thumb|Ravedragon]]&lt;br /&gt;
(Copypasted from the threads)&lt;br /&gt;
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&#039;&#039;Great Ravesharks live in the Abyss and have large skulls and long tentacles to help in hunting. They eat Rock Slugs, Stingers, Shadow Ravesharks and other small prey. They also are bioluminescent.&#039;&#039;&lt;br /&gt;
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&#039;&#039;The Ravedragons&#039; internal glands have developed further. Notably, the ones located near the latter portions of their digestive systems have been adapted to synthesize a stinging and highly noxious fluid from waste products. In the event of pursuit by any predators they can disperse this into the water through a new extension on their tail fins. Any pursuers will be blinded and disoriented. In the event they are being pursued by a hungry pack of Shadow Ravesharks, Ravedragons will take the opportunity to quickly double back and seize one in their mouths before making their escape, making the would-be hunter the prey.&#039;&#039;&lt;br /&gt;
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&#039;&#039;The Ravedragons&#039; mouth tentacles become even more prehensile, and its mouth has developed from a conventional jaw into a lobed maw lined with hooked teeth to grip its prey as it is swallowed whole.&#039;&#039;&lt;br /&gt;
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====Common Raveshark (Midnight Raveshark)====&lt;br /&gt;
&#039;&#039;&#039;Common Ravesharks&#039;&#039;&#039; are 5-7 feet long and are found in all areas of the ocean, save the Abyss, eating smaller fish, Rock Slugs, and the occasional Stinger.&lt;br /&gt;
[[File:CommonRaveshark_00.png|200px|thumb|left|Common Raveshark]]&lt;br /&gt;
On the dorsal fins of the male are bioluminescent patches, these are flashed on and off in different patterns as a sexual display. It is from this display that the &amp;quot;Rave&amp;quot;-shark gets its name.&lt;br /&gt;
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====Shadow Raveshark====&lt;br /&gt;
[[File:ShadowRaveshark_00.jpg|200px|thumb|Shadow Raveshark, on the left, enlarged to show detail, on the right, a pack on the prowl.]]&lt;br /&gt;
Shadow Ravesharks are carnivorous pack hunting fish common to all parts of the ocean. They are three feet long and consume almost any prey smaller than them.&lt;br /&gt;
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===Rock Slug===&lt;br /&gt;
[[File:RockLeech_00.png|200px|thumb|An adult Rock Slug]]&lt;br /&gt;
The &#039;&#039;&#039;Rock Slug&#039;&#039;&#039; is a filter feeding aquatic invertebrate with a complex lifecycle. It is primarily found in the Abyss region, where it serves as prey for many other species. Its adult form is a small, rocky-shelled creature that uses suction to slurp mud into one of the seven mouths on its underside. It also possess two very large tentacles whose primary purpose is mating, It also possess two very large tentacles whose primary purpose is mating, bearing the fertilized eggs and then the larval forms of its species. &lt;br /&gt;
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The Rock Slug&#039;s next stage depends on being eaten by one of the many varieties of &#039;&#039;&#039;Raveshark&#039;&#039;&#039;. Once inside the predator&#039;s stomach, the mother is digested and the larval slugs are thus freed from the coral-like birthing chambers they formed on her tentacles. As &#039;&#039;medusae&#039;&#039; (singular, &#039;&#039;medusa&#039;&#039;), they spend some time as parasites; feeding on the Raveshark&#039;s intestines before being ejected into the sea. &lt;br /&gt;
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Once back in the sea they find a place to settle down and form a tube-like polyp, extruding tentacles into the water and feeding until they grow large enough to [http://en.wikipedia.org/wiki/Strobilation strobilate] into their adult form.&lt;br /&gt;
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There is a segment of the Rock Slug population that possess toxin-generating cells (contained in their &amp;quot;tails&amp;quot;), which give the slug a sting attack not unlike Earth&#039;s jellyfish. These creatures are known as &#039;&#039;&#039;Stinger Slugs&#039;&#039;&#039;. Stinger Slugs look identical to their non-stinging kin, and other than their toxin production, they are no different that Rock Slugs. Indeed, they are the &#039;&#039;same&#039;&#039; species. Stinger Slugs result if the mother of a brood  of larvae is eaten specifically by a &#039;&#039;&#039;Ravedragon&#039;&#039;&#039;. It is then, during their time as medusae in the dragon&#039;s intestine, these larvae  will steal the some of the fish&#039;s toxin cells to use for stings of their own once they are ejected and mature into adults.&lt;br /&gt;
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There are &#039;&#039;many&#039;&#039; varieties of Rock Slug or slug-dervied creatures (referred to tenatively as &#039;&#039;Slugiformes&#039;&#039;) living all over the ocean, covering every depth range. Some maintain their original parasitic lifestyle, latching onto other animals to feed on their blood (like Earth leeches). Some of them are filter feeders. A few of them prey upon other slugs, using beak-like structures to crack open tough shells. A rare few of them (the jellyfish-like &#039;&#039;&#039;Stinger&#039;&#039;&#039; which lacks a solid slug-form, for example) maintain stinging cells in their tentacles or cilia.&lt;br /&gt;
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Most of them have simple life-cycles, going from fertilized egg into a tiny version of their full-grown parents. Others utilize varying forms of the slug/medusa/polyp life cycle, providing the ocean with a range of shellfish, sessile filter feeders, parasites, and jellyfish-like organisms.&lt;br /&gt;
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===Stingers===&lt;br /&gt;
[[File:Stinger_00.png|200px|thumb|left|Adult-form Stinger]]&lt;br /&gt;
The &#039;&#039;&#039;Stinger&#039;&#039;&#039; is a strange, jellyfish-like creature common to all ocean regions, and is common from deep to sea-floor depths.&lt;br /&gt;
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Stingers are entirely dependent on the &#039;&#039;&#039;Ravesharks&#039;&#039;&#039; for the propagation of their species. At the beginning of their life-cycle, they float in the sea covered in a tough shell as fertilized eggs, only hatching once ingested by a Ravedragon. Once hatched into voracious little &#039;&#039;medusae&#039;&#039;, they feed greedily on the Ravedragon&#039;s intestinal tract as well as any partially-digested food they can find within, all the while constantly spewing gametes behind them. This results in a spray of fertilized eggs and Stingers the next time the Raveshark defecates. Being ejected in this manner marks the end of the Stinger&#039;s medusae phase.&lt;br /&gt;
Now free-floating in the ocean, the Stingers balloon up into large filter-feeding free-floating jellyfish. &lt;br /&gt;
Unlike other species, Stingers actually &#039;&#039;lose&#039;&#039; the ability to reproduce as they age (rather than gaining the ability with maturation) They do not mate again, living a pointless existence until eaten by some other animal.&lt;br /&gt;
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Stingers, as evinced by some similarities in their life-cycle (the presence of a parasitic medusae phase as well as the need to be eaten by a Raveshark) are actually close relatives of the &#039;&#039;&#039;Rock Slugs&#039;&#039;&#039;, having split off from their &amp;quot;parent&#039;s&amp;quot; genus near the end of the Ice Age.&lt;br /&gt;
Another trait shared with its cousin is the segment of poisonous individuals within the larger species. If ingested by the specific species of Raveshark called &#039;&#039;&#039;Ravedragons&#039;&#039;&#039;, the medusae will steal some of the creature&#039;s toxin cells &amp;quot;on the way out&amp;quot; granting the adult-form stinging tentacles of its own.&lt;br /&gt;
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===Sail Flipper (Windsail Dolphin)===&lt;br /&gt;
[[File:Windsail_00.png|200px|thumb|Windsail Dolphin]]&lt;br /&gt;
The &#039;&#039;&#039;Windsail Dolphin&#039;&#039;&#039; is a carnivorous fish native to the temperate to tropical waters of the Continental Shelf and the Southeastern Ocean, and can be found in Near-Surface to Mid-Range depths.&lt;br /&gt;
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The Windsail Dolphin uses its large fins to be blown around by the wind, conserving energy by letting the breeze and tides carry them. Windsails are about as big as their dolphin namesakes, and have a similar diet, mostly small fish.&lt;br /&gt;
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Why the sails developed is unknown, but the features get plenty of use during the semi-annual migration of the species, travelling from one end of the planet to the other. For a few years, the species lives in the tropics of the Continental Shelf, slowly moving southwards, until, 3-5 years later, they near the edge of the region and begin migrating towards the more temperate waters of the south-end of the Southeastern Ocean, gradually moving north, from whence they will return to the northern Continental Shelf.&lt;br /&gt;
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This long process is in place to avoid &amp;quot;overfishing&amp;quot; an area, gradually moving once food hits a certain low, and returning many years later when prey populations have recovered.&lt;br /&gt;
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===Saltback Frog===&lt;br /&gt;
[[File:Saltback_00.png|150px|thumb|left|Saltback Frog]]&lt;br /&gt;
The &#039;&#039;&#039;Saltbacked Frog&#039;&#039;&#039;, or simply &#039;&#039;&#039;Saltback&#039;&#039;&#039; is a terrestrial amphibian that dines almost exclusively on the &#039;&#039;&#039;Salt Cactus&#039;&#039;&#039;, a plant that, despite its name, grows on the banks of freshwater bodies in warm to tropical areas as well as swamps and wetlands of a similar climate. Thus it is that the Saltback dwells here also, being native to the Equatorial Jungles region of planet Fortune.&lt;br /&gt;
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While the creature has lost its shell since evolving from the Shellfog, the Saltback does retain a decoration of sorts, an assortment of salt crystals adorning its back (hence the name). This is the result of the creature&#039;s body filtering out the high sodium content of its diet, too much of which will dry the Saltback out like a slug. As the frog matures, it forms a hard &amp;quot;shell&amp;quot;, while astonishing to look at, it does not provide any sort of protection. Said display, is, however sometimes used in courting rituals, as a thick crust of the stuff indicates the individual is well fed, and thus both healthy and smart enough to stay alive by avoiding predators.&lt;br /&gt;
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Saltbacks are small, the biggest are around the size of an outstretched palm. That said, these small critters are a prolific bunch, not to mention &#039;&#039;loud&#039;&#039;. During the mating season (anywhere from late spring to midsummer), males and females will croak to each other,  and within these chirps and ribbits, the health, size, age, and gender of the frog making them is made apparent (to other Saltbacks, anyway).&lt;br /&gt;
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When a frog hears a mate that it likes, it will follow the sound to the caller and try to initiate the courtship dance. If the other accepts, they will mate and lay a foamy mass of around 700 of eggs. The pair will then separate, not to see each other again, except perhaps next season.&lt;br /&gt;
The young are but miniature version of the adults, unlike Earth frogs, though they  do breathe through gills at this stage, eventually, these gills will be replaced with lungs as the young mature.&lt;br /&gt;
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===Shogun Walrus===&lt;br /&gt;
[[File:Shogun_Walrus.png|200px|thumb|The Shogun Walrus, in all its mustachioed glory.]]&lt;br /&gt;
Walrus-sized slime/jelly creatures native to the Meadowed Plains, Great Northern Savannah and the Arctic Circle, the &#039;&#039;&#039;Shogun Walrus&#039;&#039;&#039; is a strange dirt-eating, acid spitting oddity. It has two stomach cavities, one of which leads up to its &amp;quot;nostrils&amp;quot;, which are in fact tubes through which virulent stomach acids may be fired at predators. That said, the walruses don&#039;t have too many enemies, as they taste terrible and they&#039;re bodies are highly acidic, especially near the nostril cavities (from where they fire their attack) and the tail (where their mouth is located).&lt;br /&gt;
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The Shogun Walrus reproduces via fission. An individual grows in ever-so-slightly in size when it eats, and when it reaches a certain critical mass, it splits into two creatures, the original and a smaller, hairless verison. This newborn will gain its long coat of fur as it matures into adulthood.&lt;br /&gt;
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====Desert Walrus====&lt;br /&gt;
While otherwise a fairly homogeneous populations at the beginning of Part 5, there exists a subspecies known as the &#039;&#039;&#039;Desert Walrus&#039;&#039;&#039;. As its name suggests, this variety exists solely in the Desert, though they&#039;ve been known to prowl the edges of the Savanna.&lt;br /&gt;
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The Desert Walrus is identical to the mainline Shogun breed in all but the following respects: It possesses little to no hair on its body, and it is not quite so vibrant as its cousins, being a more subdued shade of purple. In time, perhaps natural selection will change its pigmentation entirely,  and then go on splitting this breed even further from its Shogun Walrus kin with even more drastic changes. Only time will tell.&lt;br /&gt;
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===Skullroot===&lt;br /&gt;
The &#039;&#039;&#039;Skullroots&#039;&#039;&#039; are a bipedal species native to the Equatorial Junlgles of strange design. They are a parasitic organism that re-purposes both the &#039;&#039;&#039;Asparagus Tree&#039;&#039;&#039; seedling and reproduction methods to further its own kind. Spending its entire life within the resin packet of the tree, it gorges upon the resin and grows alongside with the infant tree it&#039;s attached to, forming a body that will be used once expelled from its macabre cradle. &lt;br /&gt;
[[File:1336442893086.png|200px|thumb|left|A developing Skullroot female and a cutaway, showing the placement of vital structures.]]&lt;br /&gt;
Within each clutch is born a single female and thousands upon thousands of male &amp;quot;Tadseeds&amp;quot; with well-developed infrared eyes, the Tadseeds are attracted to the female&#039;s bright red markings and enter into their &amp;quot;mouths&amp;quot; and into the reproductive organs to be used in the future, in this sense the males are nothing more than glorified sperm packets that will only live if they find and are accepted by the female. Their bodies are incorporated into the females, until nothing but the gonads are left upon the reproductive organs inner linings (this is similar to some species of anglerfish on Earth).&lt;br /&gt;
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Inside the resin these fertilized females begin to grow a &amp;quot;skeleton&amp;quot; of roots, later covering it with thin gray skin that covers from the thick &amp;quot;hair&amp;quot; roots, to the ribs, and two-toed feet. During the development of the skeleton the important organs of the Skullroot leave the skull through an opening in the back and position themselves with the ribcage, specifically the heart which then begin to grow resin veins over the rest of the body, and the stomach which stores mass amounts of resin to be tapped upon when the body leaves the tree. The reproductive organs expand into the rest of the skull, leaving little room for the brain, which stays small. &lt;br /&gt;
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Once they leave the resin packets a Skullroot has a limited amount of time before they die, starved for resin. While the creature does have internal stores of resin, this is pumped through &amp;quot;veins&amp;quot;, and enables locomotion, until it runs out, of course.&lt;br /&gt;
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The armless creature wanders slowly, far beyond the mother tree, expelling the seeds of Skullroot-infested Asparagus Trees from her mouth all the while. Due to the mixtures of protein and plant materials from the resin, make a nutritious meal for many carnivores or omnivores, but if not eaten along the way, the mother eventually perishes. Once the resin in their veins is consumed by the process of locomotion, both by pumping through the body and then consuming it for the energy to do so, the Skullroot becomes immobile and starves, its task in (literally) sowing the seeds of the next generation complete.&lt;br /&gt;
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===Skullroot, Deathmasque===&lt;br /&gt;
[[File:Deathmasque_00.png|200px|thumb|A Proboscis Scorpion infected with a Deathmasque.]]&lt;br /&gt;
A divergence from the main line, the &#039;&#039;&#039;Deathmasque&#039;&#039;&#039; is a variety of &#039;&#039;&#039;Skullroot&#039;&#039;&#039; that, instead of infesting &#039;&#039;&#039;Asparagus Trees&#039;&#039;&#039;, infects an insectoid host, turning its head and face black with red markings (hence the name). As the fungus-like parasite spreads, it kills the host, but the body remains, so the Deathmasque grabs the reins of the creature&#039;s nervous system, creating a walking corpse. Now the Deathmasque is running out of time, it must mature and spawn before the host&#039;s body decomposes. The Deathmasque must reach a certain &amp;quot;critical mass&amp;quot; of infection to reach reproductive age, and once it does so, it &amp;quot;drives&amp;quot; the zombified victim to the highest point possible, like the top of tree, where the Deathmasque dies, spreading its foul seed on the wind.&lt;br /&gt;
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===Snow Beetle===&lt;br /&gt;
[[File:SnowBeetle_00.png|200px|thumb|left|The various Snow Beetle castes.]]&lt;br /&gt;
(Copypasted from the threads)&#039;&#039;The &#039;&#039;&#039;Snow Beetles&#039;&#039;&#039; of the Wildwood are scavenging terrestrial insects. They develop a rough row of keratin &#039;teeth&#039; and claws over their mouths and on their &#039;hands&#039;, respectively, which they use to scrape every last scrap of flesh from a carcass&#039; skeleton. Regions of the forest where Snow Bugs reside are littered with pearly white bones.&#039;&#039;&lt;br /&gt;
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&#039;&#039;Snow Beetles develop a node on their rears which, despite its colouring, emits heat and a soft glow.&#039;&#039;&lt;br /&gt;
&#039;&#039;Since they enjoy the cold, their heaters are actually to clear areas of permafrost and, through gathering in these areas, create welcoming oases in the harsh forest for sick and abandoned Arctic Serpents.&#039;&#039;&lt;br /&gt;
&#039;&#039;Naturally, these serpents rarely recover and eventually provide a feast for the entire Snow Beetle nest.&#039;&#039;&lt;br /&gt;
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&#039;&#039;The Snow Beetles retreat underground and heat the area above them en masse, inviting more wildlife, especially aforementioned loner Treeserpents which they monitor from below by detecting vibrations.&#039;&#039;&lt;br /&gt;
&#039;&#039;Once they sense a creature dying above their nest, scouts emerge from the various tunnels hidden around the area, pull and saw (Scouts have evolved saw-hands, will show in next drawing) chunks of the carcass apart and drag them underground into food storage.&#039;&#039;&lt;br /&gt;
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&#039;&#039;Snow Beetles start developing individually to suit their tasks.&#039;&#039;&lt;br /&gt;
&#039;&#039;Scouts grow saw-like claws which are used to cut and drag carcasses to bring them back to the nest.&#039;&#039;&lt;br /&gt;
&#039;&#039;Workers grow shovel-like claws to aid in digging and expanding the nests.&#039;&#039;&lt;br /&gt;
&#039;&#039;Caterers guard the food storage and dispense it around the colony, workers usually get the majority share though successful scout parties are rewarded with first pick of their spoils.&#039;&#039;&lt;br /&gt;
&#039;&#039;Scouts and workers tend to be male and caterers female, though this is merely a trend, rather than an absolute.&#039;&#039;&lt;br /&gt;
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===Snow Crab===&lt;br /&gt;
[[File:SnowCrab_00.png|200px|thumb|left|A study of the sexual dimorphism in Snow Crabs.]]&lt;br /&gt;
&#039;&#039;&#039;Snow Crabs&#039;&#039;&#039; are scavenging terrestrial crustaceans common in the Arctic Circle region, though they are occasionally seen in the upper reaches Northern Wildwood.&lt;br /&gt;
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Snow Crabs are a reminder that evolution often moves slowly because, like your bum hippy cousin, it only works when absolutely neccesary. Snow Crabs evolved from Pretender Crabs, who would lure creatures in by pretending to be the plants their prey ate. The thing is, neither of the plants that Snow Crabs resemble even exist anymore, having moved on to other forms. The Snow Crabs, however, have been succesful enough that there has been little need to change their features, though it is possible that the &amp;quot;pretender stem&amp;quot; that is their species&#039; legacy may eventually atrophy, or they may find use as a mating display. Only time will tell.&lt;br /&gt;
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Snow Crabs live in colonies or &amp;quot;clutches&amp;quot; of 20-50 individuals, with singles, mated pairs, and offspring all present. There is no rank here, no alpha male or matriarch present. The reason Snow Crabs gather together is for warmth. While they are invertebrates, Snow Crabs are endothermic (what some call &#039;&#039;warm-blooded&#039;&#039;), and the body heat generated from close proximity helps keep hypothermia away as the creatures sleep under large snow drifts.&lt;br /&gt;
&lt;br /&gt;
As previously mentioned, Snow Crabs are by and large scavengers, consuming those creatures who failed to survive in the cold land where the crabs make their home. There is little discrimination in what is consumed, and even a fallen clutchmate, a stillborn offspring, even a deceased mate will be devoured. Meat is meat, after all, and food is scarce.&lt;br /&gt;
&lt;br /&gt;
===Snow Tick===&lt;br /&gt;
Despite their misleading name, &#039;&#039;&#039;Snow Ticks&#039;&#039;&#039; are terrestrial bloodsucking parasites common to every land habitat on Fortune.&lt;br /&gt;
[[File:SnowTick_00.png|100px|thumb|A Snow Tick, showing the colouration common to individuals living in the Arctic Circle.]]&lt;br /&gt;
The Snow Tick takes advantages of the many large animals in it&#039;s habitat, using it&#039;s sturdiness and strong claws to cling to their skin, while an adapted leg siphons blood from it&#039;s host. Wretches and the various Chomper species are their most common hosts. As it feeds, it grows bloated and ever so slightly more fragile as its skin stretches to accommodate the fluid within. Once full in this manner, the Snow Tick leaves its host, hibernating inside a tree hollow or under a rock until it hungers again.&lt;br /&gt;
&lt;br /&gt;
Snow Ticks spend a great deal of their lives asleep. Long slumber (3-4 days) punctuated by gorging themselves on a host and the occasional mating (sometimes done on a host if that&#039;s where they meet) comprises the entirety of their lives. Gross to humans, from the viewpoint of the tick (if it had one as a nonsentient) life is good.&lt;br /&gt;
&lt;br /&gt;
Different ecotypes of the Snow Tick tend to inhabit areas, exhibiting slightly different coloured carapaces. In time, these may diverge into new species, should different pressures affect the various populations.&lt;br /&gt;
&lt;br /&gt;
===Spitter Crab===&lt;br /&gt;
[[File:SpitterCrab_02.png|100px|thumb|left|Spitter Crab]]&lt;br /&gt;
&#039;&#039;&#039;Spitter Crabs&#039;&#039;&#039; are omnivorous, terrestrial crustaceans common to the Northern Savannah and Meadowed Plains regions. The vast majority of the crab&#039;s diet is vegetable matter, but every once in a while, the creatures will scavenge, dining on dead creatures. They have never been observed chasing or hunting prey, and it&#039;s likely they do not do so.&lt;br /&gt;
&lt;br /&gt;
Spitter Crabs are not very large, being about the size of a laptop. They do, however have one ingenious defense, and that is their spit attack for which they are named. The Spitter Crabs possess a gland that produces a thin filmy fluid that is a powerful deterrent against predators, as once it comes into contact with exposed skin, it burns like pepper spray. Few enemies are determined enough to endure the pain long enough to strike. One creature that this spit has no effect on is the Spineback. Their armour is so extensive that their &amp;quot;flesh&amp;quot; never sees the light of day, and thus is never considered exposed. Thankfully for the Spitter Crab, though, for the most part they are too small to make a good meal for the massive apex predator.&lt;br /&gt;
&lt;br /&gt;
===Tentacle Leech===&lt;br /&gt;
[[File:TentacleLeech_00.png|150px|thumb|Tentacle Leech]]&lt;br /&gt;
A horrifying blood-sucking parasite, the &#039;&#039;&#039;Tentacle Leech&#039;&#039;&#039; can be found wherever there are &#039;&#039;&#039;Ravesharks&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
Tentacle Leeches evolved from a species of slug-like leech that attached to many aquatic species, especially the Ravesharks. After feeding on, and being eventually eaten by, their Raveshark hosts, a chance mutation making the leech&#039;s ancestors &amp;quot;taller&amp;quot; with longer tentacles proved to be a vital change for the species. While many of their cousins continued their normal way of life (and these eventually became the &#039;&#039;Slugiformes&#039;&#039;, see the entry for: [[Triumph_of_Spring_(Fortune:_Evolution_Game)#Rock Slug|Rock Slugs]]), the new, longer, taller leeches began infiltrating the Raveshark&#039;s tentacles, latching on to them at their base, gorging on blood until the tentacle withers away, and then the leech takes its place, eventually fusing its body into the shark&#039;s as it uses its twin tentacles to feed the rave shark and its durable rocky shell to protect from its host&#039;s ravenous maw. The hosts appear either to not notice or not care about the replacement of a few tentacles in this manner.&lt;br /&gt;
&lt;br /&gt;
The anonymous poster who created the Tentacle Leech has stated that this creature was inspired by a real-world parasite called the  [http://en.wikipedia.org/wiki/Cymothoa_exigua tongue louse] (&#039;&#039;Link not recommended for the squeamish&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Webspinner===&lt;br /&gt;
[[File:Webspinner_00.png|200px|thumb|left|An adult specimen, seen here spinning a web.]]&lt;br /&gt;
Webspinners are terrestrial insectoids that prefer cool, damp spaces and are commonly found in the shade of the trees of the &#039;&#039;&#039;Equatorial Jungles&#039;&#039;&#039; with a separate population in the &#039;&#039;&#039;Wildwood&#039;&#039;&#039;. Over time these may develop into two different species, but for now, they are physiologically identical.&lt;br /&gt;
[[File:FunnelSpider - Nest 05182012.jpg|100px|thumb|The web of this Funnel Spider is a good approximation of what a Webspinner nest looks like.]]&lt;br /&gt;
Webspinners are predatory creatures about 3 inches long and make their homes in the boughs and shade of trees. It is here that they build their nests, spinning them into tightly woven funnels, held between two small branches like a sideways hammock. While Webspinners do not build web traps like many Earth spiders, the Webspinner can, however, fire a sticky mass out of their abdomen (the same area from where their web comes from, incidentally. Usually this is used to bind the webbing of their homes to the bark of a tree, but it is also how the creature catches prey. The aim has to be precise, but once a smaller creature gets stuck within, there is little escape. The prey is either glued to the tree branch or, if flying, falls to the ground. &lt;br /&gt;
&lt;br /&gt;
Should the fall not kill the flyer, the Webspinner will soon put it out of its misery. Shooting a creature out of the sky is far more difficult than firing at a target situated on the branch, so the Webspinner usually prefers to hunt more land-bound food as an ambush predator, sneaking up and pouncing on the prey (or immobilizing it with sticky goo) before it has time to escape or react at all.&lt;br /&gt;
&lt;br /&gt;
==Animals (Non-Playable)==&lt;br /&gt;
Fortune is teeming in animal life, thousands of thousands (maybe millions) of animal species. These are included to give the world additional flavor as well as to free players to evolve the various playable species how they wish without worrying about what they have to eat (this had become a problem in earlier threads).&lt;br /&gt;
&lt;br /&gt;
These are not available to evolve or adapt, and are assumed to remain more or less the same in form and function for the duration of Part 5. Including this section is purely to allow for creative exercise and worldbuilding on the part of FortuneHost and the players.&lt;br /&gt;
&lt;br /&gt;
== Plants ==&lt;br /&gt;
===Alpine Herb===&lt;br /&gt;
The &#039;&#039;&#039;Alpine Herb&#039;&#039;&#039;, named for their historical origins rather than their present range, is a common plant spread across Fortune&#039;s temperate regions.  It can be found in the Great Northern Savannah, the Northern Wildwood, the Mountains (where the species originated), the very edges of the Desert, and especially throughout the Meadowed Plains.  The above-ground portion of the plant is a crop of long and thin leaves, tinted yellow from the potent toxins leeched from a fungus the plant is symbiotic with.  Just underground is a large bulb, from the bottom of which extends an extensive root system.  Both the bulb and roots are entwined heavily with a nodule-forming fungus which extends fruiting bodies above ground in the warmest parts of the year.&lt;br /&gt;
&lt;br /&gt;
The Alpine Herb reproduces both by going to seed, with its seeds resembling small grains that fall to the ground near the plant, and by budding off new &amp;quot;bulbs&amp;quot; from its root system as the plant expands.&lt;br /&gt;
&lt;br /&gt;
===Asparagus Tree===&lt;br /&gt;
Asparagus Trees are a widespread family of woody flora that have adapted to several environments across the planet. No doubt &#039;&#039;thousands&#039;&#039; of varieties of the breed exist, but for FortuneHost&#039;s sanity*, only the two below are available for evolution in Part 5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;and said &amp;quot;sanity&amp;quot; is debatable to begin with.&#039;&#039;&lt;br /&gt;
====Common Asparagus Tree====&lt;br /&gt;
[[File:AsparagusTree_00.png|100px|thumb|Common Asparagus Tree and cutaway.]]	&lt;br /&gt;
Common Asparagus Trees are large woody trees with wrapped up leaves and exposed roots, standing about 15-20 feet tall on average when fully grown. This species is common in the &#039;&#039;&#039;Equatorial Jungles&#039;&#039;&#039; and sometimes the very edges of the &#039;&#039;&#039;Meadowed Fields&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Steppes Asparagus====	&lt;br /&gt;
[[File:SteppesAsparagus_00.png|100px|thumb|left|Steppes Asparagus Tree and cutaway.]]	&lt;br /&gt;
Steppes Asparagus Trees are short, woody, trees found along the northern reaches of the &#039;&#039;&#039;Great Savannah&#039;&#039;&#039;. The Steppes variety averages around 5-8 feet tall when fully grown.&lt;br /&gt;
	&lt;br /&gt;
(Copypasted from threads) &#039;&#039;Early in its life, it forms a sort of cocoon with very hard and sturdy roots. These so called &#039;corporeal&#039; roots are rigid and hardly ever move after the central corpus has formed. Inside this structure lies Barkworms&#039; nest with a central heat dome, keeping the worms warm during cold nights.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The heating dome mentioned above is heated through a curious re-purposing of the resin in the Steppes Asparagus Tree, an effect not unlike heat-packets that are found in winter emergency kits.&lt;br /&gt;
&lt;br /&gt;
===Bloodlichen===&lt;br /&gt;
(Copypasted from thread) &#039;&#039;A member of the lichen family, though it more closely resembles many forms of parasitic fungi. However, it remains a non-vascular plant. Rather than relying on rocks to slowly gain calcium ions and other vital compounds it instead has begun to cling to the mobile rich sources of minerals, the animals.&#039;&#039; Primarily seen on &#039;&#039;&#039;Bloat Whales&#039;&#039;&#039;, though &#039;&#039;&#039;Demolishers&#039;&#039;&#039; and &#039;&#039;&#039;Aquabeasts&#039;&#039;&#039; are also common hosts, due to the vast stores of calcium that make up their body armour. While these are simply the most common, Bloodlichen can attach to almost any creature, and feed on just about all life on Fortune (though the smaller insect species aren&#039;t large enough to be viable as hosts). Because of this, Bloodlichen can be found on every climate in Fortune save the Arctic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There are several species of lichen that do this, each a distinct color and feeding on a distinct nutrient from the shells alongside the living tissue rich with water. The vampiric Bloodlichen does however live mostly on Rock faces like it&#039;s ancestors, providing a source of soil as the ages go by.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(thanks to namefag &amp;quot;&#039;&#039;&#039;ecologyfag&#039;&#039;&#039;&amp;quot; for the description)&lt;br /&gt;
&lt;br /&gt;
===Bluegrass===&lt;br /&gt;
====Common Bluegrass====&lt;br /&gt;
[[File:Bluegrass_00.png|100px|thumb|Common Bluegrass]]&lt;br /&gt;
The &#039;&#039;&#039;Common Bluegrass&#039;&#039;&#039; is an extremely common type of plant found throughout the Savannah, Northern Wildwood, Meadowed Plains and Equatorial Jungle. The bluegrass is a shrub growing up to nearly a foot in height, and an inch in girth, sporting a cluster of nutritious bulbs on top.&lt;br /&gt;
&lt;br /&gt;
The Common Bluegrass serves as a food source for many herbivorous creatures. Since the majority of the nutritional value is in the leaves and bulbs of the plant, it has adapted the ability to recover from damage as long as the stem remains largely intact. This, along with its high adaptability, have allowed it to become one of Fortune&#039;s most widespread plants&lt;br /&gt;
[[File:DwarfBluegrass_00.png‎|100px|thumb|left|Dwarf Bluegrass]]&lt;br /&gt;
====Dwarf Bluegrass====&lt;br /&gt;
The &#039;&#039;&#039;Dwarf Bluegrass&#039;&#039;&#039; is a smaller variety of bluegrass found in the Mountains region of Fortune. It is stubby and nutritionally poor and its leaves and bulbs are significantly less luscious than those of its larger cousin. They grow in small, tight bunches, seeking protection from the buffeting winds that blow through the plants&#039; home.&lt;br /&gt;
&lt;br /&gt;
===Boom Ginger===&lt;br /&gt;
&#039;&#039;&#039;Boom Gingers&#039;&#039;&#039; are a combustible plant found mainly in the Meadowed Plains region, though they are also present in sparse numbers in the Savannah. Their explosive property is a feature of their method of dispersion, as the &amp;quot;boom&amp;quot; for which the herb is named spreads the seedlings far and wide (not unlike a cluster bomb).&lt;br /&gt;
&lt;br /&gt;
Boom Gingers are partially responsible (the other culprit is lightning from intermittent storms) for the frequent fire that sweep portions of the Meadowed Plains, renewing and refreshing the soil and keeping it green as well as keeping the meadow largely free of trees that would turn the area into a forest.&lt;br /&gt;
&lt;br /&gt;
===Ice Shrub===&lt;br /&gt;
[[File:IceShrub_00.png|150px|thumb|Ice Shrub]]&lt;br /&gt;
Ice Shrubs are small grassy shrubs common in the Arctic Circle. They reproduce in a manner similar to dandelions on Earth, having lightweight seedlings that are dispersed upon the winds.&lt;br /&gt;
&lt;br /&gt;
Once common across much of the planet during the Ice Age, the Ice Shrub is now only seen in the far north. It&#039;s adaptations had little use once the world began to finally thaw, and it was beaten out in many areas by other varieties better adapted to this new world.&lt;br /&gt;
&lt;br /&gt;
In the cold snows of the Arctic Circle, though, the Ice Shrub is king, a highly adapted species that excels where no other can. It is a change in biochemistry that is the source of such specialization, all to deal with the extreme temperatures that came about during the plant&#039;s prime in the Ice Age. It accomplished this by the secretion of several cold fighting chemicals, including a glycol-compound that combated the issue of frostburn.&lt;br /&gt;
&lt;br /&gt;
===Salt Cactus===&lt;br /&gt;
[[File:ThreeHerbs_00.png|200px|thumb|left|(From top to bottom) the Alpine Herb, the Boom Ginger, and the Salt Cactus.]]&lt;br /&gt;
&#039;&#039;&#039;Salt Cacti&#039;&#039;&#039; are plants native to the Equatorial Jungle regions and are found along the banks of bodies of freshwater, a habitat they share with the Saltbacks. Salt Cacti provide the main (almost sole) source of food for these frogs.&lt;br /&gt;
&lt;br /&gt;
Salt Cacti take their name from the many spines covering their spongey stems and leaves. These sharp points are from sodium crystals, formed both naturally by the plant as well as being supplemented by minerals filtered out of the water that the plants drink.&lt;br /&gt;
&lt;br /&gt;
Much of the freshwater in the Equatorial Jungles owes its lack of salinity to this plant. When the glaciers melted at the end of Fortune&#039;s Ice Age, the oceans rose quickly, turning much of the continent into swamp (like a freshwater version of Earth&#039;s Carboniferous Era). While these waters receded eventually, these left the land saturated with minerals, and for a time, little could grow in the area. Plants had a difficult (but not impossible) time growing.&lt;br /&gt;
One plant had adapted to this, the Salt Ginger, the ancient ancestor of the Salt Cactus. With little competition, the Salt Ginger spread across what is now the Equatorial Jungles and the Meadowed Plains. As the species spread, they removed more and more minerals from the soil, rendering once poor soil into fertile land. The Salt Ginger&#039;s competitors took advantage of the newly fertile land, and pushed the plant back, settling into its current range. Nowadays it serves to keep the rivers and ponds of Fortune fresh, such that even a stagnant, runoff body similar to Earth&#039;s Dead Sea would be *almost* potable.&lt;br /&gt;
&lt;br /&gt;
===Snow Shrub===&lt;br /&gt;
[[File:SnowShrub_00.png|100px|thumb|Snow Shrub]]&lt;br /&gt;
Snow Shrubs are small grassy shrubs found throughout the northern areas bordering the Arctic Circle, both in the Great Northern Savannah and the Northern Wildwood.  They have a lightweight seedling which is carried and dispersed on the wind.&lt;br /&gt;
&lt;br /&gt;
Unlike many plants it only truly comes to life during the winters in the north.  Once the temperature drops, the Snow Shrub stirs to life, its dried and barely living stems turning green and lush in the cool.  By the end of Winter it has bloomed and its seeds been dispersed, to lay fallow until the next Winter when they&#039;ll sprout.&lt;br /&gt;
&lt;br /&gt;
===Spineroot===&lt;br /&gt;
[[File:Spineroot_00.png|200px|thumb|left|(from left to right) Spineroot with spines retracted, with spines active, dead Spineroot as tumbleweed.]]&lt;br /&gt;
Spineroots are common in the Desert and the Great Northern Savannah.&lt;br /&gt;
&lt;br /&gt;
(Copypasted from thread) &#039;&#039;The tree has become decentralized over several generations, its trunk now actually a network of roots. Its leaves waxy and tough to protect against the winter chill.Finally, its spring loaded defense mechanism is now multiple smaller roots in an omnidirectional spread as opposed to a single large seed pod acting as a lance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spineroots reproduce when they die, drying out and turning into large beachball-sized thorny tumbleweeds that are covered with seedlings. As the tumbleweed is blown across the land, seeds are shaken or knocked off, taking root where they land.&lt;br /&gt;
&lt;br /&gt;
===Vampire Lily===&lt;br /&gt;
&#039;&#039;&#039;Vampire Lilies&#039;&#039;&#039; are a carnivorous family of plants that grow in the Coastal Shallows regions. They have long roots laced with neurotoxins (not unlike Earth jellyfish) that are used to stun prey that mistakes them for harmless plants. Once a prey is stunned, hollow, tube-like roots insert themselves into the victim and drain it of bodily fluids. There are currently three varieties of Vampire Lily on Fortune.&lt;br /&gt;
====Common====&lt;br /&gt;
(Picture and description to be added at a later date.)&lt;br /&gt;
&lt;br /&gt;
====Flowering====&lt;br /&gt;
(Picture and description to be added at a later date.)&lt;br /&gt;
&lt;br /&gt;
====Giant====&lt;br /&gt;
(Picture and description to be added at a later date.)&lt;br /&gt;
&lt;br /&gt;
===Water Berry Groves===&lt;br /&gt;
(Picture and description to be added at a later date.)&lt;br /&gt;
&lt;br /&gt;
==Plants (Non-Playable)==&lt;br /&gt;
Fortune is teeming in plant life, hundreds of thousands of various species cover the continent in greenery. These are included to give the world additional flavor as well as to free players to evolve the various playable species how they wish without worrying about what they have to eat (as this had become a problem in earlier threads).&lt;br /&gt;
These are not available to evolve or adapt, and are assumed to remain more or less the same in form and function for the duration of Part 5. Including this section is purely to allow for creative exercise and worldbuilding on the part of FortuneHost and the players.&lt;br /&gt;
&lt;br /&gt;
[[Category:Evolution Games]] [[Category:Fortune Evolution Game]]&lt;/div&gt;</summary>
		<author><name>2601:203:480:4C60:8544:AA1E:F9FB:963B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Force&amp;diff=482634</id>
		<title>The Force</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Force&amp;diff=482634"/>
		<updated>2020-08-14T17:15:33Z</updated>

		<summary type="html">&lt;p&gt;2601:203:480:4C60:8544:AA1E:F9FB:963B: Undo revision 685545 by I LOVE gardevoirs! (talk)&lt;/p&gt;
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&#039;&#039;&#039;The Force&#039;&#039;&#039; is a supernatural energy field derived from all living things in the [[Star Wars]] galaxy which binds them together. A few individuals are sensitive to The Force and can make use of it, though they are also influenced by it.&lt;br /&gt;
&lt;br /&gt;
Certain individuals are born with an affinity towards The Force and as such can use it a wide variety of ways. Likewise it exerts itself onto them as they use it.&lt;br /&gt;
&lt;br /&gt;
==What is the Force?==&lt;br /&gt;
In the Original Trilogy, the Force was accepted to be a mystical, quasi-religious power that exists in and permeates all life forms to greater or lesser degrees, not unlike qi in Chinese mythology and martial arts. During Episode 1, however, George Lucas decided that he needed a more tangible explanation for the Force to explain why Anakin Skywalker was so much better than any Jedi, so he used the explanation he toyed with earlier in development that the ability to actually connect to the Force stems from the presence of symbiotic micro-organisms called &amp;quot;Midichlorians&amp;quot;; the more of these an individual has, the stronger their connection to the Force and the better their ability to use its energies. Despite what a lot of people will tell you, they don&#039;t &#039;&#039;&#039;create&#039;&#039;&#039; the Force, they just govern your ability to access it. Think of them as biochemical sockets tapping into the Force. Force Users have a higher than average count of these midichlorians, and how &#039;&#039;much&#039;&#039; higher than average this count is determines how powerful a Force User can actually be. One of the appeals of the Dark Side, then, is the ability to circumvent this built-in &amp;quot;power limit&amp;quot;, kind of like switching from AC current to DC current, although channeling more power than your physical limits can handle will do a number on you, which is only expected when you&#039;re talking about forcing the equivalent of high voltage through your brain.&lt;br /&gt;
&lt;br /&gt;
Because this explanation was considered very [[skub]], it was never brought up again and quietly reverted back to its mystical roots.&lt;br /&gt;
&lt;br /&gt;
== The Light and Dark Sides ==&lt;br /&gt;
A key aspect of The Force is the dichotomy between the Light Side and the Dark Side. The Light Side is linked with self control, altruism, a love for all life and a desire for harmony both internal and external. The Dark Side is linked with selfishness, passions left to run wild and a desire for power. The most well known users of the Light Side of the Force are the Jedi and the most well known users of the Dark Side are the Sith, though neither of which are the exclusive users of either one.&lt;br /&gt;
&lt;br /&gt;
The Light is also entirely passive; it is a choice not to act but to observe, judge, endure, and heal.  The Dark is active; it attacks, conquers, and desires. The Light is waning in strength for those who are lost or loose control.  Anger, desire, and hatred from The Dark simply flow more freely and give more ready power to those who haven&#039;t devoted themselves to acetic nonaction. With a complete and holistic study and devotion, however, The Light has a greater ability to guide and strengthen. &lt;br /&gt;
&lt;br /&gt;
The Force is constantly in turmoil with itself between Light and Darkness, forever pushing towards an balance which it can never fully achieve. It is also notable that individuals who use the force can get caught up in the pull of either side. If one is Drawn to the Dark Side by anger or fear, it will amplify said quality in them. The same could be said about the light.&lt;br /&gt;
&lt;br /&gt;
== Force Abilities ==&lt;br /&gt;
Since West End Game&#039;s [[Star Wars RPG]], Force abilities have fallen into three primary disciplines: Control, Sense and Alter.&lt;br /&gt;
&lt;br /&gt;
===Control===&lt;br /&gt;
Control powers focus on controlling the user&#039;s body (and the body of others for more skilled users). It&#039;s largely buffs.&lt;br /&gt;
*(Jedi) Meditation (Trance): Sends the user into a deep sleep that boosts the speed they recover from wounds and fatigue while also using less food and air than normal waking or sleeping. On the downside, it&#039;s a really deep sleep, so the user will only be woken by physical stimulus, a code word that terminates the trance is heard or a pre-selected amount of time elapsing. &lt;br /&gt;
*Force Speed: Speeds the user up and/or greatly slows their perception of time. Combined with foresight it allows blocking blaster bolts. Combined with telekinesis it allows the user to make very large leaps.&lt;br /&gt;
* Mind Trick: If the target is a weak-minded individual (typically one of the obedient goons working for the BBEG), a force user can employ a &amp;quot;Jedi Mind Trick&amp;quot; to confuse and misdirect said individual. Despite sounding somewhat nefarious ability for a light-side user to have, most of the time they just employ it as a &amp;quot;leave me the fuck alone and forget I ever existed&amp;quot; card. Some species are naturally immune to the Mind Trick, though.&lt;br /&gt;
&lt;br /&gt;
===Sense===&lt;br /&gt;
As you&#039;d expect, Sense holds all the divination powers. Also Telepathy. &lt;br /&gt;
*Foresight: The most common force power, and only one that is used unconsciously by untrained users. It gives the user glimpses into the future, which at the lowest level gives the very practical ability to react to things before they happen. At the highest level it gives visions of the long term future, though these visions tend to be pretty useless since they&#039;re vague and attempts to prevent them nearly always result in them coming true.&lt;br /&gt;
*Farsight: Allows the user to see things happening elsewhere. This sometimes translates to feeling major fluctuations in The Force, especially when it involves mass-genocide of entire planets or of the Jedi Order.&lt;br /&gt;
*Psychometry: A rare ability that allows the user to sense sights, sounds, and emotions when touching an object with a &amp;quot;force echo&amp;quot; attached to it. Jedi with psychometry are very useful as trackers and scouts, but you wouldn&#039;t want them handling anything connected to the Dark Side as they&#039;d basically be far more exposed than your average force user.&lt;br /&gt;
&lt;br /&gt;
===Alter===&lt;br /&gt;
Alter is the broadest category and holds powers that alter the world around the user. In practice this works out to anything not covered by the above two schools. &lt;br /&gt;
*Telekinesis: Control stuff with your mind! Easily the force power with the most variants. In addition to the many abilities to move specific things in specific ways, it&#039;s also the basis of some odd-ball powers like starting fires by agitating particles enough till a fire starts. Used on the user, it allows them to leap great distances. Used on the enemy, it can crush their vital organs, throw them into pits or throw heavy stuff at them. In virtually everything &#039;&#039;except&#039;&#039; the original WEG material, using telekinesis offensively (outside of force choke) is not considered a dark side act. &lt;br /&gt;
*Energy Projection: Most commonly encountered in Force Lightning, this power allows the user to fire off energy as an attack. Generally dark side when used against living things. A handful of sources feature a variant that pulls the energy of an opponent away from them, disabling them non-lethally and thus not a dark side power, but it&#039;s often considered [[Skub]]. Another non-dark variant occasionally seen in RPGs is a variant that only works on droids, but nobody really care about this (outside of maybe Clone Wars campaigns) because it&#039;s completely useless when fighting anything other than droids.&lt;br /&gt;
*Immortality: aka &amp;quot;Force Ghosts.&amp;quot; Only a select number of Jedi have ever learned the secret of retaining their souls upon death so they can communicate with the living, rather than simply return to the Force. Qui-Gon Jinn discovered the technique, then posthumously passed it on to Yoda, then to Obi-Wan, and then the Skywalkers. As Obi-Wan put it, death, quite the opposite of setback, makes one &amp;quot;more powerful than you could possibly imagine.&amp;quot; This ability is limited only those who commit themselves to the Light Side; while the Sith have also sought out immortality, they&#039;re limited to transferring their souls from one vessel to another, or else living a more wraith-like existence, bound to a place or object by their malice and hatred.&lt;br /&gt;
&lt;br /&gt;
== Force Users ==&lt;br /&gt;
The most famous users of The Force in the Star Wars franchise is The Jedi Order, a semi-monastic order dedicated to keeping the peace in the galaxy.  An ancient schism led to some Jedi leaving the Order and turning to the Dark Side, and they created the Sith Order. Jedi who fall to the dark side without becoming part of the Sith, and certain non-Sith trained by Sith in the force become &amp;quot;Dark Jedi&amp;quot;, but this term is often applied to independent dark side users who have never had an affiliation with the Jedi order. Former Jedi may be termed &amp;quot;Rogue Jedi.&amp;quot; Force users working for the Empire are not considered Sith, but are typically part of the Imperial Inquisition, used to hunt Jedi survivors and kidnap potential Force-sensitive children.&lt;br /&gt;
&lt;br /&gt;
The general term for a force user that isn&#039;t part of of the Jedi or Sith is Force Adept. This term was invented whole cloth by Wizards of the Coast and sees little official use outside of RPG products, though the fandom likes it. A more widespread but blander alternative is simply &amp;quot;force user&amp;quot;. &amp;quot;Darksider&amp;quot; is often used as a general term for dark side force users. &lt;br /&gt;
&lt;br /&gt;
=== Dathomir Magic ===&lt;br /&gt;
Somewhat distinct from The Force as Jedi and Sith understand it, Dathomir Magic is a unique manifestation of The Force as practiced by the witches of Dathomir; while influenced by the planet&#039;s natural Dark Side energies, they seem to be specific to the planet itself and its inhabitants, and is used in a much more ritualistic form than the Jedi or Sith. Dathomir witches mainly focus on illusion and manipulation, infusing people with &amp;quot;spirit ichor&amp;quot; to empower them, and can even use their magick to resurrect dead Nightsisters to fight on their behalf. The Nightsisters claim that, although they use the Dark Side, unlike the Sith they exercise more control over it and don&#039;t let it corrupt them (make of that what you will).&lt;br /&gt;
[[Category: Star Wars]]&lt;/div&gt;</summary>
		<author><name>2601:203:480:4C60:8544:AA1E:F9FB:963B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000:_Kill_Team_(HoR)/Tactics/Dark_Eldar(8E)&amp;diff=72783</id>
		<title>Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Eldar(8E)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000:_Kill_Team_(HoR)/Tactics/Dark_Eldar(8E)&amp;diff=72783"/>
		<updated>2020-08-14T17:15:11Z</updated>

		<summary type="html">&lt;p&gt;2601:203:480:4C60:8544:AA1E:F9FB:963B: Undo revision 685544 by I LOVE gardevoirs! (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like all [[Eldar]], the raiders of Commorragh are exceedingly fragile with a specific specialization.  In their case, this specialization is a brutal swift assault that wipes enemies before they come to rally a counter-attack.  The smaller scale of HoR will limit just how much fire you get, and the fact that your army&#039;s in a three-way split between three different factions of playstyles.  &lt;br /&gt;
&lt;br /&gt;
Your common keywords are {{W40kKeyword|Xenos, Aeldari, Drukhari}}, with the wildcards being {{W40kKeyword|&amp;lt;Kabal&amp;gt;, &amp;lt;Coven&amp;gt;, &amp;lt;Wych Cult&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
*&#039;&#039;&#039;Power From Pain&#039;&#039;&#039;: Mostly unchanged, except for turn 4. Now your models with this rule auto-pass morale tests if you outnumber the enemy and auto-pass rout checks regardless.&lt;br /&gt;
*&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;: You roll for drugs for all models of a certain type, so all wyches take one drug, hellions take another, etc. Fortunately, your bosses are separate from the rest.&lt;br /&gt;
*&#039;&#039;&#039;Phantasm Grenade Launcher&#039;&#039;&#039;: They affect Rout checks. Neat.&lt;br /&gt;
*&#039;&#039;&#039;Obsessions&#039;&#039;&#039;: While you get your first one free, you can buy spare obsessions for the other parts of your army for +2 points per model of that faction. Costly, but they do offer convenience for your other units. You also get new ones as well:&lt;br /&gt;
**&#039;&#039;Kabals&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Kabal of the Dying Sun&#039;&#039;&#039;: The One Step Ahead TA actually interferes with your chances of going first, but that&#039;s okay. By going second for the turn 1, you actually rob 6&amp;quot; from all enemy gun ranges (To a minimum of 6&amp;quot;), which is evil while you take your ideal hiding spots or gun down some early prey without reprisal.&lt;br /&gt;
***&#039;&#039;&#039;Kabal of the Last Hatred&#039;&#039;&#039;: Snobs to the end, you get to re-roll 1s to hit any other Eldar.&lt;br /&gt;
***&#039;&#039;&#039;Kabal of the Broken Sigil&#039;&#039;&#039;: Your boys have a 6&amp;quot; aura that deals -1 Ld to enemies, which can be particularly nasty if you also find ways to tamper with IP.&lt;br /&gt;
***&#039;&#039;&#039;Lords of the Iron Thorn&#039;&#039;&#039;: Allows you to take Hellions and Reavers into your Kabal forces, decent.&lt;br /&gt;
**&#039;&#039;Cults&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Cult of the Blade Denied&#039;&#039;&#039;: Wyches with the base blades reduce their Strength and Attacks by 1, but this also allows them to get an insane 3++ in combat - pretty great for walling.&lt;br /&gt;
***&#039;&#039;&#039;Cult of the Seventh Woe&#039;&#039;&#039;: Models that roll a 6 to hit in combat or with a pistol at point-blank get to roll another attack.&lt;br /&gt;
***&#039;&#039;&#039;Cult of the Wrath Unbound&#039;&#039;&#039;: Gain +1 to WS, but -1 to Ld. While having your Cult units hitting on a 2+ sounds very tempting, this also means that they&#039;re now super-vulnerable to breaking at the first sign of things going south.&lt;br /&gt;
***&#039;&#039;&#039;Cult of the Pain Eternal&#039;&#039;&#039;: Your models can re-roll 1s to hit and wound all pious models (Meaning {{W40kKeyword|Black Templars, Adeptus Ministorum, Adeptus Custodes, Word Bearers, Adepta Sororitas, Genestealer Cults}} models). Because &#039;&#039;le edgy atheism lulz&#039;&#039;.&lt;br /&gt;
**&#039;&#039;Covens&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;The Hex Coven&#039;&#039;&#039;: Your enemies must re-roll Invuln checks.&lt;br /&gt;
***&#039;&#039;&#039;The Black Descent Coven&#039;&#039;&#039;: You have a 1/3 chance of making any charges count as just walking up and slapping them. While this is meaningless to forces like the Emperor&#039;s Children, this is a small deterrent for everyone else.&lt;br /&gt;
&lt;br /&gt;
==Armoury==&lt;br /&gt;
*&#039;&#039;&#039;Gloom Field&#039;&#039;&#039;: Leader only. Grants a -1 for enemies to hit from beyond 6&amp;quot;, spread in a 3&amp;quot; aura. This is quite great for an assault build with bodyguards.&lt;br /&gt;
*&#039;&#039;&#039;Trophy Rack&#039;&#039;&#039;: LEader Only. A fierce weapon in a choppy leader&#039;s hands, the thing only activates when you kill an enemy in combat and even then triggers on a 4+.  In that event, you gain +1 Ld (Cool), and any enemy models within contact take -1 Ld.&lt;br /&gt;
*&#039;&#039;&#039;Goblet of Spite&#039;&#039;&#039;: Hekatrix/Syren only. In a strange inversion to the Blood Grails the Blood Angels are infamous for, this makes all {{W40kKeyword|&amp;lt;Wych Cult&amp;gt;}} within IP gain a triple whammy of +1S, +1A and re-rolling 1s to hit on a charge. All of this is very good, but it&#039;s also insanely expensive.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Clone Field&#039;&#039;&#039;: Leader only. You can gain a couple ablative wounds during the fight phase, which is pretty valuable since eldar are universally fragile, and you can choose which wounds you want to blow it on (Like, say, that power fist or thunder hammer).&lt;br /&gt;
*&#039;&#039;&#039;The Master&#039;s Seal&#039;&#039;&#039;: Leader only. Boosts all auras by 3&amp;quot;, which can especially be useful for any backline commanders.&lt;br /&gt;
*&#039;&#039;&#039;Bloodshard&#039;&#039;&#039;: {{W40kKeyword|Kabal of the Flayed Skull Leader}} only. Mounts you on a bike, which...is nice, especially since you&#039;ll still be able to give your warriors some benefits, but you&#039;ll be forsaking the ability to help them hit with how easily you outpace your men.&lt;br /&gt;
*&#039;&#039;&#039;Seeker of Torment&#039;&#039;&#039;: Acothyst only. This is a callback to the old Covens supplement, giving those {{W40kKeyword|&amp;lt;Coven&amp;gt;}} models within IP an extra step from PfP.&lt;br /&gt;
*&#039;&#039;&#039;Shade Stalker&#039;&#039;&#039;: Mandrake only. Expensive, but it gives you a single-use ability to re-deploy to wherever you wish.&lt;br /&gt;
*&#039;&#039;&#039;Frostrime&#039;&#039;&#039;: Mandrake only. This is incredible as it forces everything to happen after you, overruling any sort of strikes-first rules.&lt;br /&gt;
*&#039;&#039;&#039;Envenomed Barbs&#039;&#039;&#039;: {{W40kKeyword|&amp;lt;Wych Cult&amp;gt; Infantry}} only. Lets them re-roll a single botched hit or saving throw each combat phase, which gives this thing quite a bit of mileage.&lt;br /&gt;
*&#039;&#039;&#039;Inverted Drop-Down Dorsal Decapitation&#039;&#039;&#039;: Arena Champion only. This is your big gamble, forcing you to make a single with the bladevanes, but doing so deals a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Custom Hellglaive&#039;&#039;&#039;: Hellion only. Basically a normal hellglaive, but with +1S on the charge.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;I Call Heads!&amp;quot;&#039;&#039;&#039;: Helliarch only. You can force your boss to roll half his lot of attacks, but each attack rolls double. Synergizes with the Trophy Rack by making it auto-proc.&lt;br /&gt;
*&#039;&#039;&#039;Kingpin&#039;&#039;&#039;: Helliarch only. Gives all your Hellions another random drug to use, and this has the chance to stack up if you roll the same drug.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Bloodstone&#039;&#039;&#039;: Incubus only. A shooting weapon from editions past, this gives one Incubus a basic 8&amp;quot; Assault d6 S3 AP-2 D1 attack.  Enjoy your cooking.&lt;br /&gt;
*&#039;&#039;&#039;Chosen Foe&#039;&#039;&#039;: Klaivex only. He now re-rolls to hit against the leader, the best role for a pro assassin.&lt;br /&gt;
*&#039;&#039;&#039;Whirlwind ASsault&#039;&#039;&#039;: Incubus only. Lets your killy boys make another attack on a 6 to wound. Unusual way to get it, but you want these guys to kill more.&lt;br /&gt;
*&#039;&#039;&#039;Master of the Spires&#039;&#039;&#039;: Scourge only. Your flyboys can now re-roll 1s to hit other flying models. Guess what those pain in the ass battlesuits are? Now how about those pesky Suppressors? Yeah, that&#039;s why you want this.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Stone&#039;&#039;&#039;: Lets a single model deny a power as if they&#039;re a psyker, a necessity in an army that lacks any sort of psykery.&lt;br /&gt;
*&#039;&#039;&#039;Ghostplate Armor&#039;&#039;&#039;: {{W40kKeyword|&amp;lt;Kabal&amp;gt;}} models without {{W40kKeyword|fly}} only. Gives you the 4+/6++ save scourges enjoy.&lt;br /&gt;
*&#039;&#039;&#039;[[Duke Sliscus|Sliscus]]&#039; Legacy&#039;&#039;&#039;: The duke shall not be forgotten. This lets you add +1 to wound any non-vehicle model when using a splinter weapon. This has different costs depending on what you put this on (One for splinter pistols, one for splinter cannons, and one for anything else), so consider what you really need this poison for.&lt;br /&gt;
*&#039;&#039;&#039;Adept-Slave Forged Weapon&#039;&#039;&#039;: Gives you an overcharge mode on one gun, just in case you really like playing with Imperial Plasma.&lt;br /&gt;
*&#039;&#039;&#039;Soul Trap&#039;&#039;&#039;: Useful for melee models, this adds +1S when you kill someone in melee. If you&#039;re worried about punching through a particularly tough guy, this might give you the edge you need...after killing some lesser schmuck for being in the way.&lt;br /&gt;
*&#039;&#039;&#039;Punisher&#039;&#039;&#039;: Incubus only. The old weapons of the Incubi, these are S+2 AP-3 halberds that can instead deal an attack to every model within 1&amp;quot;.  Fierce as hell and only for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;The Poisoned Blades&#039;&#039;&#039;: Leader only. You got a pair of CCWs with a bundle of rules on them. They&#039;re poisoned, grant two free attacks, and become AP-4 when you roll a 6+ to wound any non-vehicle model. They&#039;re best suited on a succubus, who&#039;d benefit from some more free attacks to roll, all poisoned, and all with the chance to be devastating.&lt;br /&gt;
*&#039;&#039;&#039;The Edge of Agony&#039;&#039;&#039;: Not quite a power fist, but it&#039;s got crazy AP and the penalty to hit. It also has the ability to benefit its wielder upon a kill, though it&#039;s on a 4+ and if you roll a 1+, expect to say goodbye to those gains.&lt;br /&gt;
*&#039;&#039;&#039;Destructor&#039;&#039;&#039;: Acothyst only. The terrifying parts of this gun are it&#039;s RF3 and penalty to nerve tests. The S3 and AP-d3 aren&#039;t so bad, but it gives a decent means to mess with GEQ.&lt;br /&gt;
&lt;br /&gt;
==Philosophies==&lt;br /&gt;
*&#039;&#039;Pain in all its Forms&#039;&#039;: +1 TP for having a model from each of the three factions. Easy enough to select.&lt;br /&gt;
*&#039;&#039;Soultaker&#039;&#039;: You only gain +2 TP for the first kill you make, scoring an extra one if your leader did the deed.&lt;br /&gt;
&lt;br /&gt;
==Tactical Actions==&lt;br /&gt;
*&#039;&#039;&#039;Wave of Horror (1 TP)&#039;&#039;&#039;: Your leader exposes ALL hiding models within 12&amp;quot;, including your own.&lt;br /&gt;
*&#039;&#039;&#039;Maddening Hallucinotoxin (1 TP)&#039;&#039;&#039;: One model becomes a target so irresistible that the closest enemy within 12&amp;quot; must charge them. Good thing you got plenty of ablative units.&lt;br /&gt;
*&#039;&#039;&#039;Draught of Despair (1 TP)&#039;&#039;&#039;: You can only use this during one enemy&#039;s Nerve check. If they lose, you gain TP equal to how badly they lost. If they pass, you lose another TP for taking the risk. Ideally, use this on a model near your Incubi.&lt;br /&gt;
*&#039;&#039;&#039;Backup Bodies (2 TP)&#039;&#039;&#039;: You have a chance of foil any hero-slaying tactics on a 4+. Sure, your leader stays dead, but they no longer gain any VP for it. That said, any Tactical Actions that require the kill are still in effect, so beware.&lt;br /&gt;
*&#039;&#039;&#039;Carrion Keepers (1 TP)&#039;&#039;&#039;: If your models are within 3&amp;quot; of an objective, they can overwatch on a 5+ against one charge.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
Your FOC is as follows:&lt;br /&gt;
* 1 Leader&lt;br /&gt;
* 1-25 Core&lt;br /&gt;
* 0-5 Special&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
*&#039;&#039;&#039;Sybarite&#039;&#039;&#039;: Your utility leader, this guy can be kitted out to become a mini-Archon.  His armory is a bit limited, but he&#039;s versatile like other Kabalites.  Like the Archon, keep him from unnecessary combat, keep him protected, and keep only the most necessary things on him.  As a bonus, he can also take Ghostplate Armor to help his chances of survival.&lt;br /&gt;
**&#039;&#039;&#039;Dracon&#039;&#039;&#039;: 5 points net you a point in Leadership and another Attack. &lt;br /&gt;
*&#039;&#039;&#039;Hekatrix&#039;&#039;&#039;: The mini-Succubus, equipped with everything you&#039;ll need to start ripping shit up.&lt;br /&gt;
**&#039;&#039;&#039;Syren&#039;&#039;&#039;: 5 points for an elite Wych.&lt;br /&gt;
*&#039;&#039;&#039;Klaivex&#039;&#039;&#039;: A bit pricey as a leader, but he has all he needs to kill. His influence lets you screw with enemy Nerve checks. Unlike last edition, now the difference between Klaive and Demiklaives is a matter of points and if you need that flurry of blows.&lt;br /&gt;
*&#039;&#039;&#039;Nightfiend&#039;&#039;&#039;: A slightly bigger Mandrake.  Take him, use him to bait the opposition with his debuffs to hit and sneakiness. Just don&#039;t throw him in big combats, he&#039;s terribad there.&lt;br /&gt;
*&#039;&#039;&#039;Acothyst&#039;&#039;&#039;: The Wrack Leader.  He can thankfully take everything as he could before, making him a bit flexible.&lt;br /&gt;
*&#039;&#039;&#039;Beastmaster&#039;&#039;&#039;: The issue with this guy is that he pretty much forces the entire team to revolve around him. Sure, he&#039;s a cult unit, but he does nothing to help them and instead focuses on his pets (and the Ur-Ghul), all of whom are now Core and re-roll 1s to hit while within IP of him.&lt;br /&gt;
*&#039;&#039;&#039;Arena Champion&#039;&#039;&#039;: The Leader to take biking power.  He&#039;s got an insane degree of utility between his guns (Splinter Rifle not cutting it? Grab a Blaster for overwhelming power or the Heat Lance for melta!) and the options for combat, he&#039;ll be able to jump from either being lethal while closing in or being lethal as he turns tailpipe.&lt;br /&gt;
*&#039;&#039;&#039;Helliarch&#039;&#039;&#039;: This is a more elite Hellion with all his options from the big book and the ability to grant 10 more Hellions to the hardcap.&lt;br /&gt;
*&#039;&#039;&#039;Solarite&#039;&#039;&#039;: Refrain from the idea of making him melee-based; his hollow bones make him too weak to try that.  Since deep-striking is now a meta-thing, you can very much enjoy surprise insertions while they blast away.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
*&#039;&#039;&#039;Kabalite Warrior&#039;&#039;&#039;: Your basic troop with options for bonus shooty.&lt;br /&gt;
**&#039;&#039;&#039;Kabalite Trueborn&#039;&#039;&#039;: Did you miss me? Every one per five warriors can pay 3 points for +1 Leadership (slightly better for Nerve) and access to the armory.&lt;br /&gt;
*&#039;&#039;&#039;Wych&#039;&#039;&#039;: Wyches are good for one thing and only one thing: &amp;lt;s&amp;gt;Building a harem&amp;lt;/s&amp;gt; Tying other things up in combat.  Each one per three can grab a new Wych weapon, which tend to be only slightly better than nothing by offering more attacks at AP-1.&lt;br /&gt;
**&#039;&#039;&#039;Bloodbride&#039;&#039;&#039;: Same as the Warriors, +3 points here gives +1 Ld and access to the armory.&lt;br /&gt;
*&#039;&#039;&#039;Wrack&#039;&#039;&#039;: The Coven troop.  These guys can only grab Liquefiers and Ossefactors, so it&#039;s pretty clear what the plan should be.  The difference revolves wither wanting automatic hits but random AP or a basic gun with sweet poison and the chance to hurt someone else with a kill.&lt;br /&gt;
*&#039;&#039;&#039;Reaver&#039;&#039;&#039;: Hard-hitting and fast, here are the elites. Their good stats and decent options make sure they can fit whatever role is desired of them, but make sure they don&#039;t go to any combat not on their terms.&lt;br /&gt;
*&#039;&#039;&#039;0-10 Hellion&#039;&#039;&#039;: These guys are your dancy-darting fiends to kite around with. Much more dangerous than the reavers, but lose out in the durability department.&lt;br /&gt;
*&#039;&#039;&#039;Beastmaster Pack&#039;&#039;&#039;: Hardcapped at 0-2.  These guys aren&#039;t quite as versatile as in the big book, but manage to remain major annoyances based on how they run, and Non-Learning makes sure that they have no reason to not charge.  The master can take up to 4 beasts.  Khymerae are the stable walls/cover, Clawed Fiends are for making punishing attacks, and Razorwings are there to make sure you get a maximum amount of attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
*&#039;&#039;&#039;0-1 Ur-Ghul&#039;&#039;&#039;: A giant wall of meat for your Sybarite or Beastmaster. Yes, as a member of the Archon&#039;s Court, he benefits from re-rolling 1s to hit while within a Sybarite&#039;s IP, which isn&#039;t as powerful, but it works alongside also being made Core.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Sslyth&#039;&#039;&#039;:  Not much tougher, but you have a guaranteed ablative wall for your Sybarite. Similar to the other Court members, he can also re-roll 1s to hit within IP range of a Sybarite.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Lhamean&#039;&#039;&#039;: A bit of an interesting midway, the Lhaemean isn&#039;t just a member of the court (with the re-roll benefit they get), but she also has access to the armory, but only if your boss has the {{W40kKeyword|&amp;lt;Kabal&amp;gt;}} or {{W40kKeyword|&amp;lt;Wych Cult&amp;gt;}} keywords. That said, she benefits best from the Sybarite&#039;s boost so her attacks connect.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Medusae&#039;&#039;&#039;:  Not very powerful, but the eyeburst remains a dangerous threat at mid-range against any GEQ or MEQ.&lt;br /&gt;
*&#039;&#039;&#039;Mandrake&#039;&#039;&#039;: Keep in cover and make sure they&#039;re accompanied by something to protect them from overwatch if they charge.  Otherwise, make use of their kiting prowess and baleblasts.&lt;br /&gt;
*&#039;&#039;&#039;Incubus&#039;&#039;&#039;: Your elite melee unit. Though lacking in shooting, you do possess the means to go forth and render things to bits as quickly as possible.&lt;br /&gt;
*&#039;&#039;&#039;Scourge&#039;&#039;&#039;: You only got two slots for new weapons, meaning Blaster Spam is no-go, even in a Solarite list. Fortunately, your shardcarbines are still impressive enough a weapon if you have a need to buy so many scourges.&lt;br /&gt;
*&#039;&#039;&#039;Grotesque&#039;&#039;&#039;: They&#039;re big, they&#039;re bulky, they&#039;re killers. Dangerous as they are, they are vulnerable against heavy weapons. That said, melee sees them as being genuinely dangerous against GEQs and their Liquifier has a chance of punching through power armor.&lt;br /&gt;
*&#039;&#039;&#039;Beastmaster&#039;&#039;&#039;: No, your eyes do not deceive you, there&#039;s a Beastmaster here as well! While he too possesses an IP, it&#039;s only used for his pets. In addition, he lets you take a certain pet (Clawed Fiend, 2 Razorwings or 2 Khymerae) as core.&lt;br /&gt;
**&#039;&#039;&#039;Clawed Fiend&#039;&#039;&#039;: Big and beefy with a scary lot of attacks, but his WS is lacking, even considering the Beastmaster&#039;s IP.&lt;br /&gt;
**&#039;&#039;&#039;Khymera&#039;&#039;&#039;: Hyper-fast and relatively tough. Pretty much what you want to harass.&lt;br /&gt;
**&#039;&#039;&#039;Razorwing Flock&#039;&#039;&#039;: Your premier distraction. Since they&#039;re faster than khymerae and wit as many wounds as a Clawed Fiend, their role is essentially to intercept and annoy. They are your sacrificial fodder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000 Tactics/Kill Team (HoR)]] [[Category: Dark Eldar]]&lt;/div&gt;</summary>
		<author><name>2601:203:480:4C60:8544:AA1E:F9FB:963B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ygethmor&amp;diff=571264</id>
		<title>Ygethmor</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ygethmor&amp;diff=571264"/>
		<updated>2020-08-14T17:14:30Z</updated>

		<summary type="html">&lt;p&gt;2601:203:480:4C60:8544:AA1E:F9FB:963B: Undo revision 685541 by I LOVE gardevoirs! (talk)&lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Ygethmor&#039;&#039;&#039;, also called &#039;&#039;&#039;Ygethmor the Deceiver&#039;&#039;&#039;, was a [[Black Legion]] [[Sorcerer (Warhammer 40,000)|Chaos Sorcerer]] and Chosen of Abaddon. His biggest claim to fame was being the [[BBEG|big boss]] of the Chaos forces in the clusterfuck known as the Medusa V campaign, where his official goal was to claim the planet for Chaos, but he was really in it to become a [[Daemon Prince]]. On the way to Medusa V, two entire planets on the way turned to the Dark Gods in an orgy of bloodshed that left those two planets largely depopulated; it was speculated that this was some kind of psychic influence from Ygethmor, or a new mind-raping superweapon. Either way, it would have been a much handier tool for the Black Legion if Ygethmor lived long enough to share the secret.&lt;br /&gt;
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During the massive clusterfuck of every faction fighting each other in a single war on a single planet, many Chaos Champions managed to ascend to daemonhood on the battlefields, though Ygethmor did not. Whether this was because of a Chaos-contractual obligation that he had to &#039;&#039;actually make&#039;&#039; a planetkill to get there, or because of [[Fail|his own incompetence]] and being outperformed by his underlings, is probably a matter best left to subjective interpretation. His own part of the campaign ended when the [[Eldar]] [[Autarch]] in charge of the [[Craftworld]] forces decapitated him personally, but she was immediately killed by one of his bodyguards in the next assault phase.&lt;br /&gt;
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==New Fluff==&lt;br /&gt;
He was also mentioned in the novel &#039;&#039;Talon of Horus&#039;&#039; by the Inquisition, when they were interrogating [[Iskandar Khayon]] about his past deeds and the many aliases and titles he had attributed to him by Imperial forces. Khayon recognized a lot (but not all) of the places they mentioned, and mocked them for their lack of knowledge of these matters. Notably, he claimed that &amp;quot;Ygethmor&amp;quot; is not a name, but a title meaning &amp;quot;threader&amp;quot; (of the warp) in Cthonic, and that this title has been applied to several different people over the years. However, he does not deny that he held the title at some point, though how many Ygethmors there actually are is unknown.&lt;br /&gt;
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It should be noted that absolutely everything Khayon says in &#039;&#039;Talon of Horus&#039;&#039; should be taken with a grain of salt, as we have no way of verifying some of his claims. However, in this particular instance he has no particular reason to lie. Worst case scenario is that [[Aaron Dembski-Bowden|ADB]] might have disowned Ygethmor from the canon for losing that campaign so hard. Ouch.&lt;br /&gt;
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He was mentioned in a few other places as a background reference, including in [[Black Crusade (RPG)|Black Crusade]].  He&#039;s the leader of the Black Legion&#039;s [[Tzeentch]] followers in the Black Legion supplement codex, where his death isn&#039;t mentioned. However, the battle of Medusa V took place at the very tail end of the 41st Millennium, so it might just not have happened yet in the codex. He is, however, mentioned in the 4th edition Chaos Space Marines codex, where it implies he will be aware of attempts by the Officio Assassinorum to go after the other commanders, but won&#039;t stop them because [[Just as Planned|he has a lot to gain if they succeed]].&lt;br /&gt;
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{{Template:Chaos-Marines}}&lt;br /&gt;
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[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Chaos]]&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
[[Category:Black Legion]]&lt;/div&gt;</summary>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=HHHHHHHHHHHhhhhhhhnnnnnnngggggg-&amp;diff=243756</id>
		<title>HHHHHHHHHHHhhhhhhhnnnnnnngggggg-</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=HHHHHHHHHHHhhhhhhhnnnnnnngggggg-&amp;diff=243756"/>
		<updated>2020-08-14T17:14:11Z</updated>

		<summary type="html">&lt;p&gt;2601:203:480:4C60:8544:AA1E:F9FB:963B: Undo revision 685540 by I LOVE gardevoirs! (talk)&lt;/p&gt;
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&lt;div&gt;A post containing, or ending in HNNNNNNNNNNNNNG usually implied that the person had a [[meme|heaHHHHHHHHHhhhhhhnnnnngggg]]-&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Hng.jpg]]&lt;br /&gt;
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Anything that warrants oneself suffering a heart attack is when one should use this meme. Examples include [[Nurgle|illness]], [[Lofn|severe cuteness]] and excessive [[RAGE]]. A scientifically proven result of constipation as well &lt;br /&gt;
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[[category:meme]]&lt;/div&gt;</summary>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Incubus_(Dark_Eldar)&amp;diff=270272</id>
		<title>Incubus (Dark Eldar)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Incubus_(Dark_Eldar)&amp;diff=270272"/>
		<updated>2020-08-14T17:13:35Z</updated>

		<summary type="html">&lt;p&gt;2601:203:480:4C60:8544:AA1E:F9FB:963B: Undo revision 685538 by I LOVE gardevoirs! (talk)&lt;/p&gt;
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&lt;div&gt;[[File:Incubus2drawing.jpg|400px|right|thumb|When your patience for power armoured shenanigans finally runs dry, accept no substitutes.]]&lt;br /&gt;
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An &#039;&#039;&#039;Incubus&#039;&#039;&#039; (&#039;&#039;&#039;Incubi&#039;&#039;&#039; for plural) is one of the best warriors in Dark Eldar society, brutally drilled in some of the Dark Eldar&#039;s most powerful murder techniques. They are raised in a complete kill-or-be-killed environment since day one (or rather, a lot more intense that the usual environment the Dark Eldar deal with on a regular basis), with those unable to master their training quickly and proficiently enough unceremoniously killed off, so the few who make it through the Incubi&#039;s training regime are some of the stone-coldest motherfuckers in the galaxy. This also makes the ranks of the Incubi only filled with the best of the best, anyone too weak to be in their ranks are eventually killed off and replaced by someone better.&lt;br /&gt;
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They are warrior-mercenaries living only to kill. The Incubi&#039;s main job in Dark Eldar society is to act as bodyguards for the [[Archon_(Warhammer_40,000)|Archons]] or as enforcers. Many pleasure dens or smuggler&#039;s spires have been brutally destroyed by a host of Incubi just to send a message to their employer&#039;s rivals. The reason for the Incubi&#039;s use as bodyguards is that in Dark Eldar society, one&#039;s place in the chain of command is only improved by assassinating the person above you. Therefore, the majority of [[Kabal]] leaders find it too dangerous to leave the protecting of their lives in the hands of a member of the same Kabal, as the bodyguard would have ulterior motives for not sufficiently protecting the Archon. Incubi, on the other hand, are completely neutral in matters of Kabal hierarchy, follow the code of their contract and their Klaivex leader zealously, and are elite warriors, all of which make them perfect bodyguards.&lt;br /&gt;
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Incubi, like [[Mandrakes]] or [[Haemonculi]], do not swear allegiance to any specific Kabal or Wych Cult. Instead, Incubi are trained in their dark shrines. The smallest shrines have only a handful of Incubi, the larger ones are sprawling bastions full of howling marble statues with a central shrine where aspiring Incubi and other Dark Eldar come in their thousands to bargain for services or to join the order. As you can imagine from someone of the elites, training is extremely hard and gruelling. Due to this, not every aspirant survives the training. These weaklings are burnt as an offering to the iron statue of [[Khaine]] at the heart of each shrine making the Incubi metal as fuck and thus [[Awesome]]. The only way to stay alive is to quickly master everything taught. Should an aspirant live long enough to best a proven Incubus and take his armour, the final training will begin. Every aspirant must then kill an [[Aspect Warrior]] of the Eldar Craftworlds in single combat (mostly without the Aspect Warrior&#039;s consent), shatter their quarry&#039;s precious Soul Stone and rebuild it into a psychic torture device known as a Tormentor. After that, the aspirant can be considered an Incubus. [[Tl;dr]]: [[Awesome|Incubi literally go Eldar hunting before turning their souls into torture devices so they can both]] [[Rape|violate their souls and their dead body.]] Again, considerations are made on why the Eldar still haven&#039;t cut off all contacts from the Dark Eldar, despite doing this shit to them on a constant basis.&lt;br /&gt;
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==Equipment==&lt;br /&gt;
Incubi are trained in the use of many different weapons unique to their warrior sect. This includes Klaives which are big ass power swords, demi-klaives which can be wielded either separately to increase the amount of strikes the user can make or clasped together to form a much larger blade, Bloodstones which are [[What|forged from the broken soulstone of an Eldar]] [[Exarch]] [[Awesome|that can boil the enemy&#039;s blood with a pulse of energy]] and the aptly named Punisher, a two-handed power weapon resembling a halberd, manufactured in such a way as to assist the wielder when swinging, effectively increasing the strength of their attacks.&lt;br /&gt;
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Another aspect of Incubi equipment that is fairly unique is their use of [[Power Armour|power armour]] like the Incubus Warsuit. This warsuit is used only by Incubi and not even Archons have access to this kind of armoury. The warsuit is as tough as power armour and so perfectly designed it barely inhibits dexterity at all. This means that the Incubi are one of the few Dark Eldar troops that does not fold like wet tissue paper in the midst of battle.&lt;br /&gt;
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==Dark Father==&lt;br /&gt;
Dark Father is the leader of the Incubi and it is believed that [[Phoenix Lord|Arhra,]] [[Striking Scorpions|founder of the Eldar Aspect of the Striking Scorpions]] [[Just as Planned|was the original Dark Father.]] However this is still unproven.&lt;br /&gt;
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The argument for Arhra being the founder of the Incubi is based primarily on the fact that Eldar refer to Arhra specifically as &amp;quot;The Fallen Phoenix&amp;quot;, and refer to Incubi as &amp;quot;Fallen Warriors&amp;quot;, stating that their Dark Father had, &amp;quot;Turned from the light into the shadows&amp;quot;. Although suggesting that to an Incubi that their leader is a [[Malekith|closet Phoenix Lord]] is the quickest way of getting shanked for [[Heresy]] while telling this to a Striking Scorpion is the quickest way of having your [[Anal Circumference|anus thoroughly eviscerated.]]&lt;br /&gt;
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And, [[Drazhar]] has been revealed to be a Phoenix Lord in fluff now. So...this is all but confirmed. As he was killed, only to absorb the soul of the next person to wear his helm in the exact same way that Jain Zar is described to...Don&#039;t tell the Striking Scorpions.&lt;br /&gt;
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==Piece of useless trivia==&lt;br /&gt;
If you&#039;re wondering why the fuck &amp;quot;klaives&amp;quot; look nothing like glaives despite the names sounding similar, here is a possible explanation. &amp;quot;Klaive&amp;quot; is probably a pun on the verb &amp;quot;to cleave&amp;quot; and the Irish word &#039;&#039;claíomh&#039;&#039; (click [https://www.focloir.ie/en/dictionary/ei/sword#sword__3| here] if you&#039;re not comfortable with Irish pronunciation), which simply means &amp;quot;sword&amp;quot;. Yep, sometimes GW can do things right.&lt;br /&gt;
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Alternate opinion: it&#039;s a reference to old incubi weapons, the &amp;quot;punisher&amp;quot;, quoting from wiki &amp;quot;a two-handed Power Weapon resembling a halberd, manufactured in such a way as to assist the wielder when swinging, effectively increasing the strength and reach of their attacks&amp;quot;.&amp;lt;br/&amp;gt;&lt;br /&gt;
Literally a glaive, cool reference to remember forever an iconic weapon of the badassest bodyguard of Commoragh.&lt;br /&gt;
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== Gallery ==&lt;br /&gt;
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Incubus.jpg|An elite squad of Incubi. &lt;br /&gt;
800px-KlaivexMini2.jpg|A Klaivex, the most Incubi of the Incubi. &lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Dark Eldar]]&lt;br /&gt;
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{{Template:Dark Eldar-Forces}}&lt;/div&gt;</summary>
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