Prompts Prompt Categories

Courtship

Category: Actions

Courting images to connect to a Breeding.

Details

This will not roll a breeding. This is instead for RP and XP claiming.

Courting Images


75% of body shown & Coloured
At least TWO background elements
OR
800 words


Courting
is an optional addition you can include in a breeding in order to encourage the parents to have an additional whelp. Here is an example. It must show enough of the colonists' bodies and have colouring and some sort of background. Including a courting image also encourages the dam to be more calm, reducing the chance of litter-loss.

Rewards

Reward Amount
Research Points 2

Skills

No skill increase.

Stats

No stat increase.

XP

No Bonus XP Rewards

.

Unlocks

This prompt requires all focus colonists to be at least Level One

Details

This is for the XP gain for a healing attempt, not the actual healing attempt.


REQUIREMENTS

Fullbody | Bg with at least two elements
Coloured | 300x300 pixels min

or

min of 1000 words

Rewards

Reward Amount
Research Points 2

Skills

No skill increase.

Stats

No stat increase.

XP

No Bonus XP Rewards

.

Unlocks

Investigate something from an Observation

Details

Your Telecom Beeps to Life

DPIP Needs your help, researcher.

In order to increase our understanding of the planet you now inhabitate, we request that you follow up on several reports.

If you have been chosen to follow up on any investigative reports, we request that you open the documents and follow up on the data within. 

Investigations can range from strange events to simple oddities that we, as the DPIP, want you to follow up on.

Sometimes things are hard to see, but if you look at them in a different way, all becomes clear.

We also must require that you expend some of your hard-earned Research Points in acting on these investigations.

Remember, even if some of the reports are scary, you have nothing to fear but fear itself.

- Officer Vigenere

Meta:

Investigations require the following things to be attached as Add-Ons:

  • An art or literature component. Use the report information (found in the "Notes" of the Unopened Reports in your inventory) as a starting point but do not feel restricted to follow the report to the letter!
  • A Research component. Each distinct type of Report has a cost, usually Research Points.
  • The Opened Report. One per Submission.

Some prompts also require specific stats in the lead investigating colonist in order to be successful. Those will be stated within the Report Notes. If they don't mention any specific stat requirements, you don't need to worry.

Simple Report: 50 RP.
Brnxago Xeiszg: Ninxvzy Ymdr MT. 
Lvajavcrt Kixbmx: Ggm Nughzry VH. INVESTIGATE

You may additionally also state which colonist is the Lead Investigator in your piece.
They will earn an additional 2 XP for the piece.
They must be showing some form of clear leadership in your piece.


REQUIREMENTS

Fullbody | Bg with at least three elements
Coloured | 300x300 pixels min

or

min of 800 words

ONE REPORT PER SUBMISSION, even if a collaboration.
Max of 3 colonists investigating including the lead investigator.

Lbtsmpqyhyszsmiwwws

Rewards

Reward Amount
Research Points 2

Skills

No skill increase.

Stats

No stat increase.

XP

No Bonus XP Rewards

.

Unlocks

Woo a Native

Category: Actions

Woo a native using diplomacy. Requires the Diplomacy research.

Details

This action requires the Diplomacy research

Diplomacy

Every so often while exploring, you might come across a native Xunari. Whether they are friendly or aggressive is a matter of chance. On rare occasions, they may be interested in joining ranks with your colony. There are things to be done and matters to attend to in order to actually invite one of these wayfarers into your home. Native Xunari have a special background unique to them. If you successfully woo a native into your colony, they may keep the background if you wish.

A Native must be encountered by someone via an Observation in order to be available for wooing. You will know if the Native is available or still wandering by a notice on their profile. Upon the initial encounter, a Raffle will automatically be made for that Native. From that point on, anyone with the Diplomacy research may attempt to entice the Native to join their colony, gathering tickets based on the success rolls of their included colonists, which is affected by the Social skill of the colonist in question.

All colonists attempting to recruit the Native should be set as Focus Colonists.

When a colonist succeeds in their Social roll, they add one ticket to the pool of tickets for the submitter. After one month, the raffle is automatically rolled and the Native automatically goes home with the winner of the Raffle. How exciting!

Collaborations split the raffle tickets, just like Research Points are split.

The Process

  1. Someone will cross paths with the native during an Observation.
    • This initiates a Raffle for that Native with a date set one month after the encounter.
    • You must have Diplomacy researched in order to attempt to woo a native.

  2. At this point, anyone with the Diplomacy Research is able to attempt to convince the Native to join their colony.
    • This is an art or literature piece in which you attempt to encourage the native in question to join you.
    • This must be a fullbody + background of moderate complexity / 800 words

  3. The following ROLL will occur: 1d20 + Social modifier of the colonist(s) in your woo submission, up to a total of 3 colonists. Each colonist who succeeds will add one ticket to the raffle for the submitter.

  4. The number of submissions one can make per Native is as follows:
    1. Four for the original finder: This is to account for the past method. However, if this colony has Natives already, that is reduced to three.
    2. Three for anyone else who has no Natives in their colony.
    3. Two for any colony that has Natives already in their colony.

  5. After one month, the raffle will automatically be rolled and the Native will be transferred to the winner. Staff have no control over the winner.

  6. If the native decides to follow you, they will be added to your colony and you may change their name or personality.

Bonuses

You must mention these bonuses when submitting with them to make sure we don't miss them.

Research
  • Diplomatic Immunity: Allows one more colonist per submission to be rolled.
  • Extradition: Allows one more entry. So, if you have a Native already, you can do three entries. If you are the original finder and have no Natives, you can do five!
  • Well Met: Adds a bonus of two tickets per entry.
Items

Certain items also have effects when attached to a submission!

  • Honey: While it no longer auto-successes, it adds 2 additional tickets to an entry, even if all colonists fail!
  • There are three letters that share names with the Research.
    • These may stack only with other types of letters and add one additional ticket per item.

Unclaimed Natives

You may find all available Natives in the information page for the Regions that Observations are possible in.

Rewards

Reward Amount
Research Points 2

Skills

No skill increase.

Stats

No stat increase.

XP

No Bonus XP Rewards

.

Unlocks

Foraging

Category: Actions

Forage for seeds, mushrooms, and plants!

Details

Foraging

Skill: Survival

The earliest ancestors of any intelligent species were hunter-gatherers. It is the natural way of things, before agriculture expanded and allowed once nomadic cultures to create settlements.

Any colonist from any colony, unless they are bedridden, may go out foraging for food and small items to bring back home for use at the colony. Examples of foraging include checking out bushes, sniffing for fruits, or picking plants.

Tip: Almost any exploration piece, so long as there's a colonist interacting with the foliage of the environment in some way, could be considered foraging! If it's hard to tell what one is doing, feel free to give a brief explanation in your Comment along with your regular leveling form.

Requirements

Maximum of three colonists acting
  1. ART:
    • At least 75% of the body of the colonist visible.
    • Coloured.
    • Background with at least three different elements.
    • 300x300 pixel minimum.

  2. LITERATURE:
    • At least 1000 words.
    • If including multiple colonists, each should be mentioned by name or nickname at least once per 200 words.

Rewards

Reward Amount
Research Points 2

Skills

No skill increase.

Stats

No stat increase.

XP

No Bonus XP Rewards

.

Unlocks

Mining

Category: Actions

Go play in the dirt.

Details

HAZARDS: MINOR INJURY POSSIBLE

Due to this hazard, colonists going mining must be Level One minimum

Fragment R1_A3

Mining

Skill: Combat

When a young Xunari gets rowdy, their parents tell them to go play in the dirt. When they grow up after doing that all the time, they might find that digging in the dirt and burrowing underground can come with some fun rewards! However, this can come with dangers: Any colonist who goes mining might come back with a small injury!

Any colonist from any colony, unless they are bedridden or nursing, may go mining. Examples of mining include digging in the dirt, burrowing underground, or investigating potential ore pockets.

Tip:  If it's hard to tell what one is doing, feel free to give a brief explanation in your Comment along with your regular leveling form.

If your colonist is equipped with a Pickaxe, please clearly state that they are using it! This gives the possibility of an extra item!

Requirements

Maximum of three colonists acting
  1. ART:
    • At least 75% of the body of the colonist visible.
    • Coloured.
    • Background with at least three different elements. (Rocks, Stalagmites, Gems, etc)
    • 300x300 pixel minimum.

  2. LITERATURE:
    • At least 1000 words.
    • If including multiple colonists, each should be mentioned by name or nickname at least once per 200 words.
Cave Examples

These are the examples of caves within different regions.
To ensure you count towards Random Events, consider referring to these for your region!

Rewards

Reward Amount
Research Points 2

Skills

No skill increase.

Stats

No stat increase.

XP

No Bonus XP Rewards

.

Unlocks

This prompt requires all focus colonists to be at least Level One

Study to become a Gatherer.

Details

Once your colonist does one of the following they will become a Gatherer's Assistant:
  • Travel to L'hatzif and document a variety of fungus.
  • Travel to Rekes to collect a range of herbs and flowers.
  • Travel to Mireh to harvest berries and fruits.
  • Travel to Issiq to extract saps from succulents.
Once your Gatherer's Assistant does one of the following they will become a Gatherer:
  • Forage the wilderness to find wildberries to plant
  • Grow seedlings in a contained environment [think glasshouse] to experiment on which is viable in your region
  • Clear the land and and prep the area for the upcoming planting
  • Harvest Season! How did you do?

Rewards

Reward Amount
Research Points 2

Skills

No skill increase.

Stats

No stat increase.

XP

No Bonus XP Rewards

.

Unlocks

Study to become a Miner.

Details

Once your colonist does one of the following they will become a Miner's Assistant:
  • Travel to L'hatzif and study the mycelium and funguses within the walls of caves.
  • Travel to Rekes to attempt to clear blocked tunnels.
  • Travel to Mireh to assist in the creation of tunnels through the hill countries.
  • Travel to Issiq to assist in clearing sand from the mines.
Once your Miner's Assistant does one of the following they will become a Miner:
  • Assist in the planning stage of a new mine.
  • Bring back the rarest precious gem or ore you can find.
  • Discover a fossil of an ancient beast.
  • Teach some whelps on the surface about the intricacies of mining.

Rewards

Reward Amount
Research Points 2

Skills

No skill increase.

Stats

No stat increase.

XP

No Bonus XP Rewards

.

Unlocks

Study to become a Bard.

Details

Once your colonist does one of the following they will become a Bard's Assistant:
  • Take lessons to learn an instrument or how to sing.
  • Observe a festival or party within a nearby tribe.
  • Learn from a traveling merchant about their silver tongues.
  • Practice public speaking.
Once your Bard's Assistant does one of the following they will become a Bard:
  • Write and present a ballard or play about the history of your colony to present at the upcoming Founding Festival.
  • You hear of a recent destruction in a neighbouring town - take your talents to the streets to bring cheer to them all.
  • Meet with an Elder to discuss collaboration between your colony and the tribe.
  • Organize a festival for your colony.
  • You have had time to hone your craft. Now it is time to broaden your horizons. Go to another colony and have a friendly musicial battle with one of their bards.

Rewards

Reward Amount
Research Points 2

Skills

No skill increase.

Stats

No stat increase.

XP

No Bonus XP Rewards

.

Unlocks

Study to become a Physician.

Details

Quetzalcoatl
I can teach you to become a wonderful Physician.
Once your colonist does one of the following they will become a Physician's Assistant:
  • Observe an autopsy.
  • Perform a dissection of a fauna species.
  • Assist in a surgery by holding tools, etc.
  • Learn how to give an injection... properly.
Once your Physician's Assistant does one of the following they will become a Physician:
  • Perform a surgery solo.
  • Triage after an accident or natural disaster.
  • Show your bedside manners.
  • Mend a broken bone as you see fit.

Rewards

Reward Amount
Research Points 2

Skills

No skill increase.

Stats

No stat increase.

XP

No Bonus XP Rewards

.

Unlocks

Study to become a Scholar.

Details

Eldritch
If you put in the effort, you can become a gifted Scholar.
Once your colonist does one of the following they will become a Scholar's Assistant:
  • Attend a lecture.
  • Stay up late studying with a friend.
  • Find a tutor for a difficult subject.
  • Become a student teacher and assist in teaching a class.
Once your Scholar's Assistant does one of the following they will become a Scholar:
  • Set up your own hypothesis and test it.
  • Teach a class on your own.
  • Write or present your thesis.
  • Graduate!

Rewards

Reward Amount
Research Points 2

Skills

No skill increase.

Stats

No stat increase.

XP

No Bonus XP Rewards

.

Unlocks

Details

The Department of Protected Inhabitants has set out an alert on all active telepads and comm networks. This is normal, they tend to send out odd little reminders and slightly suspicious messages from time to time... but somehow this feels different. There are many more drones spiraling about, scanning for who knows what. You've had at least three different operatives skulking around the outskirts of your colony.

It almost seems like they're looking for something and have no idea where it might be...

Instructions: Depict your colonists searching for and finding a suspicious report, either hidden away within your colony, the wilderness, a town or village, or even being given it by a shady individual. Get creative!

Requirements

Maximum of three focus colonists earning extra XP
  1. ART:
    • At least 75% of the body of the colonist visible.
    • Coloured.
    • Background with at least three different elements.
    • 300x300 pixel minimum.

  2. LITERATURE:
    • At least 800 words.
    • If including multiple colonists, each should be mentioned by name or nickname at least once per 200 words.

Rewards

Reward Amount
Unopened Suspicious Lead 1

Skills

No skill increase.

Stats

No stat increase.

XP

Bonus 5 XP

.

Unlocks

Chapter 1 Part I - Arrival. Do not forget to include the prompt!

Details

If you are submitting your final prompt, please link to your
approved prompts so you can get your Completion reward.

REQUIREMENTS

Fullbody | Bg with at least three elements
Coloured and Shaded | 300x300 pixels min

or

min of 1000 words

Arrival

Please state which prompt you're submitting!

  • A1 - Depict your initial colonist. User-drawn references count but not references on official lines.
  • A2 - Depict your researcher before they meet their first colonist.
  • A3 - Depict your colony - bare location or with buildings included, up to you!

Rewards

ARRIVAL
Per-prompt: 50 Xen
Completion: One randomly rolled Stone of Power

Rewards

Reward Amount
Xen 50

Skills

No skill increase.

Stats

No stat increase.

XP

No Bonus XP Rewards

.

Unlocks

Chapter 1 Part II - Settling In. Do not forget to include the prompt!

Details

If you are submitting your final prompt, please link to your
approved prompts so you can get your Completion reward.

REQUIREMENTS

Fullbody | Bg with at least three elements
Coloured and Shaded | 300x300 pixels min

or

min of 1000 words

Settling In

Please state which prompt you're submitting!

ONE - Survival
  • B1.A - SHEMESH
    • B1.A1 - Find or make shelter from the sun.
    • B1.A2 - Find a source of water.
  • B1.B - GESHEM
    • B1.B1 - Find or make shelter from the storms.
    • B1.B2 - Start a farm.
  • B1.C - KERAH
    • B1.C1 - Find or make shelter from the cold.
    • B1.C2 - Harvest wild-growing food.

TWO - Combat
  • B2.A - Defend your colony's territory from wild animals.
  • B2.B - Defend your colony's territory from hostile local xunari
    • Use registered xunari with permission or NPCs such as Natives.

THREE - Medicine
  • B3.A - Set up your DPIP-provided supplies into a medical station for the colony.
  • B3.B - Start a herb garden to grow natural remedies.

FOUR - Science
  • B4.A - Set up your DPIP-provided science kit ready for research.
  • B4.B - Show your colonists and/or researchers investigating the plants, wildlife, geography, or anything else around their new home.
    • Feel free to include locations, plants, etc that haven't been depicted yet!
      Perhaps they will be added to the game!

FIVE - Social
  • B5.A - Show the first meeting between your researcher and colonist.
  • B5.B - Show the first meeting between your colony and the local tribes (NPCs).

SIX - Stealth
  • B6.A - Scout local wildlife herds for hunting, without spooking the herds.
  • B6.B - Discover where the local tribe is based (NPCs).

Rewards

SETTLING IN
Per-prompt: 100 Xen
Completing one prompt per section (6 prompts) - 1x RNG Tsabhua
Completion: (16 prompts) -  1x RNG Belemoid

Rewards

Reward Amount
Xen 100

Skills

No skill increase.

Stats

No stat increase.

XP

No Bonus XP Rewards

.

Unlocks

Add +1 STR to at most 3 colonists. Don't forget your XP + RP counts and breakdowns!

Details

To show to the world that they are strong, your colonist must do one of the following:
  • You must assist in the construction of a new colony that is not your own.
  • Become a pack mule for a traveling merchant for a trip.
  • Carry a litter of tribal whelps while their mother gathers water or food.
  • Face a fear.
  • Lead a group to take down a wild animal, either for prey or to tame it.
  • Battle with a wild beast (tsabhua or otherwise.)
  • Wrestle with another Xunari. Attempt to throw the other off of a straight line.

Rewards

Reward Amount
Research Points 2

Skills

No skill increase.

Stats

1 STR (Strength)

XP

No Bonus XP Rewards

.

Unlocks

This prompt requires all focus colonists to be at least Level One

Add +1 DEX to at most 3 colonists. Don't forget your XP + RP counts and breakdowns!

Details

To show to the world that they are agile, your colonist must do one of the following:
  • Travel through the thick jungle to retrieve a gem from the heart of a tree.
  • Climb a basaraytz and return with some of its prized berries.
  • A thieves' guild at a nearby colony is in need of assistance with a heist.
  • Go deep into the tunnels and return with a monster's egg.
  • Cross a raging river using only the unstable stepping stones.
  • Spy on strangers.

Rewards

Reward Amount
Research Points 2

Skills

No skill increase.

Stats

1 DEX (Dexterity)

XP

No Bonus XP Rewards

.

Unlocks

This prompt requires all focus colonists to be at least Level One

Add +1 CON to at most 3 colonists. Don't forget your XP + RP counts and breakdowns!

Details

To show to the world that they have vitality, your colonist must do one of the following:
  • You must escort a lost native through harsh weather to return them to their tribe.
  • You must swim deep underwater to retrieve a fragment from a destroyed ship off of the coast.
  • Hold a solitary vigil for the victims of a natural disaster.
  • Survival. You must survive alone in the wilderness for a week without help.
  • Climb to the highest point in your home region and remain there for a full day.

Rewards

Reward Amount
Research Points 2

Skills

No skill increase.

Stats

1 CON (Constitution)

XP

No Bonus XP Rewards

.

Unlocks

This prompt requires all focus colonists to be at least Level One

Add +1 INT to at most 3 colonists. Don't forget your XP + RP counts and breakdowns!

Details

To show to the world that they are intelligent, your colonist must do one of the following:
  • Tame a wild creature and convince it to allow them or their Researcher to ride it.
  • Meet with either a researcher of another colony or a tribe leader and learn from them.
  • Win at a game of dice or cards.
  • Experiment with unknown herbs and fruit and document their effects.
  • Figure out a way to cross the great ravine without using the current bridges.
  • Discover where a creature's secret nest is.

Rewards

Reward Amount
Research Points 2

Skills

No skill increase.

Stats

1 INT (Intelligence)

XP

No Bonus XP Rewards

.

Unlocks

This prompt requires all focus colonists to be at least Level One

Add +1 WIS to at most 3 colonists. Don't forget your XP + RP counts and breakdowns!

Details

To show to the world that they are wise, your colonist must do one of the following:
  • Bestow your wisdom upon a whelp so that they may learn from you.
  • Go to the elders of an ancient tribe to seek wisdom and answers.
  • Walk among some wildlife that usually do not allow any to come close.
  • Meet with a parent and try to learn from them.
  • Stop a friend from making a bad decision.

Rewards

Reward Amount
Research Points 2

Skills

No skill increase.

Stats

1 WIS (Wisdom)

XP

No Bonus XP Rewards

.

Unlocks

This prompt requires all focus colonists to be at least Level One

Add +1 CHA to at most 3 colonists. Don't forget your XP + RP counts and breakdowns!

Details

To show to the world that they are charismatic, your colonist must do one of the following:
  • Travel a long distance through the wilderness to bring important news to a tribe or colony.
  • Gather a crowd to inform them of some announcement - be it an enemy's approach or a birth.
  • Bluff their way into somewhere they may not allowed to be.
  • Negotiate peace between two warring natives.
  • Convince a stranger that they are their long-lost relative.
  • Convince a creature to choose another nesting ground.
  • You are tasked with preparing an important dinner for a lover, a native, a group of visiting diplomats, etc.
    • Either show your colonist preparing the food or presenting it to the recipient(s).

Rewards

Reward Amount
Research Points 2

Skills

No skill increase.

Stats

1 CHA (Charisma)

XP

No Bonus XP Rewards

.

Unlocks

This prompt requires all focus colonists to be at least Level One

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