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Shrieker Sophont Discussion

robject

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WHAT THIS IS. This thread is to discuss sophont creation data for a major "race". Your input will help me fine-tine and correct the draft sophont cards. In turn, I'll then refresh the cards on this forum, and also submit them to Marc et al for consideration.

This card is for the Shriekers of Shvireeyiyi. I used CT Adventure 10, Safari Ship, as a general guide, and adapted it for what I needed.
 

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The Problem With Shriekers

Let's begin with the homeworld. In Orbit 8, Shvireeyiyi would be an iceball or a torrid fireball unless its star is a K8 III.
 
The Problem With Shriekers II

Another problem is that Adventure 10 didn't systematize characteristics with body mass. T5 does. As a result, Shriekers lose some mass.
 
The Problem With Shriekers III

The third problem is the world's Tech Level. There is no outright admission of the TL of the Great Retreat, which is nevertheless clearly stated as the last bastion of civilization on the planet.

T5 describes TL1 as "The culture, which already uses simple tools (rocks; clubs) uses them to make other, more sophisticated tools.". Since the Shriekers make walking legs and animal harnesses, that puts them at TL 1.

The case for TL 1.6. TL 1.6 is described as having kingdoms, cities, and galleys. We know for sure that the Sun
Worshipper empire had these, and so was TL 1.6. We also know that the Great Retreat was originally part of a complex government of cities, so they are reasonably TL 1.6 at least. So, TL 1.

The case for TL 2. TL 2 is described as "Age of Sail". It gives anatomy, algebra, printing, and of course sail as benchmarks. The only item here we know for sure is anatomy, due to the description of how they perform surgery on their legs in order to fit them for higher-walking prostheses. That presumes a reasonable level of anatomy. However, I have no indication of printing, higher math, or sail technology. It's not that it's unreasonable; it's that we have no data.

So they have anatomy, writing, some metallurgy, a kingdom strong enough to expand, and withstand and influence the barbarian tribes of the plains. What it would take for the Great Retreat to be TL 2 is algebra and print - probably a printing press. Then at some point they'd have to figure out sail, although the Great Retreat is not next to the Great Sea.

So, it is my conclusion that, though 567-908 is reasonably TL 1, elevating it to TL 2 would be doable and, I would think, is a plot hook on a platter.
 
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The Problem with Shriekers IV

Next up is their unusual life stages. Rather than aging like more typical sophonts, they have three life crises:

1. Half do not survive childhood. This is a footnote, since character generation doesn't begin until after childhood.

2. At the end of Life Stage 5, at 42 standard years, 92% die. 8% become Elders and live another 160 years.

3. After Life Stage 8 or 9, they have a 1 in 6 chance of dying PER WEEK.
 
The Problem with Shriekers V

The next problem is in castes. Shriekers are obviously a caste system, with Elders as a special unique caste on top, and what appears to be a set of skill-based castes underneath. Picking those castes requires looking at Adventure 10 and pulling out a reasonable set of skills to personify those castes.
 
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