[u][b][h2]Turn 4[/h2][/b][/u] [hider=The Map][IMG]http://i66.tinypic.com/2ptaxbn.png[/IMG] [/hider] [color=steelblue][h1]World event! All players are affected by the following paragraph:[/h1][/color] [color=lightsteelblue]At mid-day, when everyone was going about their business, a strange phenomenon was observed in the sky. A storm rolled in, seemingly forming dark clouds from nowhere despite the day being clear only moments ago. But while regular stormclouds were simply dark gray, these were red and purple. Lightning barreled across the sky from nowhere, and heavy winds began blowing in one, steadfast direction. Seemingly, it was gathering somewhere, for it did not follow the conventional wisdom of winds. As the red and purple sky grew darker, the sun was nowhere to be found and turned bright day into dark night. The only light available was the flashes of thunder across the sky, but never did it strike the ground... Except for one place. As men, elf, dwarf, goblin, lycan, orc, or whatever creature may dot the world looked up at the strange weather, they saw a single blue lightningbolt strike one area in the center of the continent. Everyone was left awestruck, and those closest to the blast was momentarily deafened by the boom. From further away, it was hard to make out where the giant lightningbolt struck or why, or what it even looked like. Only a few hours after the weather had begun, it disappeared just as fast as it had formed. Closer to the blast however, rain continued for many hours. The skies seemingly didn't let up weeping until nightfall, and long after it. It flooded rivers, dotted the landscape with ponds and overflowed reservoirs, but after it passed it seemed no greater damage had been dealt. The mortal races of the world were left to contemplate what had just happened.[/color] [color=gray][All players see the great lightningbolt and experience the weather. The players outside the dark circle on the map below only experience the weather for about 2 hours, then everything goes back to normal. You are unaffected.] [Players outside the white circle on the map below witness the blast and the weather. Your lands are flooded as the rain continues to pelter down for at least 5 hours, but afterwards you are relatively unaffected.] [Players WITHIN the white circle are momentarily deafened by the lightningblast and feel the earth shake as it strikes the ground. Here, the rain does not let up for another 12 hours and continues well into the night.][/color] [hider=World Event Map (marker)][IMG]http://i68.tinypic.com/ff69kz.png[/IMG][/hider] [h3][color=00CED1]The Iceborn[/color][/h3] [@Cyclone] [Hider=Turn 4]Sigdar grabbed a stick, took out his knife and fashioned it into something simple but not too crude. He imagined Kjorn being a practical God who wouldn't want to make things complicated. He failed to realize this was a test. The moment the stick touched the flame, it flew up the bark, scorched it to cinders and ash within half a second, and continued up his hand. The stone cracked, and the skies became dark. A vortex in the sky erupted above Sigdar, and while he screamed in agony of the blue flame rushing up his arm and engulfing him he looked up to see rain spew forth from everywhere. As all went black before his eyes, Sigdar suddenly felt the pain disappear. He could still feel himself, but he couldn't see a thing. It was neither cold nor warm, there was no wind or air to be felt yet he could breathe just fine. A voice called out to him... What did it say? Kjorn..? Then he was rushed back into reality, as a gigantic blue lightningbolt roared from the sky, like a magical dragon with a thousand wings, fangs and claws, with scales like death taken shape. The dragon descended upon him and struck him down to the ground, but he fell only to a knee. He felt strength come upon him, a tremendous power rushed through his veins. As his muscles were trippled in size and his body grew several feet in the matter of seconds he stood up and roared. He had been touched by Kjorn himself and by claiming his flaming runestone, he had volunteered as the First Chosen - Kjorn's own warriors who bear his mark and who are bound to him. A Chosen of Kjorn lives only for battle and to serve his God, and eventually he would die in battle when Kjorn permitted it to join him in the afterlife of eternal feast. Sigdar, the First Chosen reached out his hand and found an axe. It was a long pole-axe with intricate inscriptions and runes carved into it. It had a soft blue hue to it much like the flame that had once stirred in the Runestone... But there was no more runestone. Sigdar looked up to see the glade he had once stood in was now a crater - a black smoking hole in the middle of the wilds. He alone stood, and he alone had received the blessing and mark of Kjorn. - Back in Dagshall, every man and woman able was at work making arms and armor for themselves and for those who could fight, if they themselves couldn't. Then suddenly they saw the giant blast in the sky, their ears were overcome with the massive explosion that left them deafened for several seconds. Many fell over in shock and some of less healthy physique even collapsed unconcious. When the shock had passed, everyone was dazed. Then, a voice rang out from the shipyard, and the pallisade to the north. [i]"The enemy! The enemy comes! To the north and north-east!"[/i] shouted the lookout. Every warrior rushed to their positions, the barricades and pallisades, the chokepoints where they would hold the enemy. Dag made his way up on the pallisade to look upon the enemy. Rain continued to drown everything around them, but the enemy was unphased. It was as if they had brought the storm. Fish-men, terrible and disgusting to behold. They were scaly humanoids who stood upright and wielded shortsword, dagger, spear and shield. They stood at five feet tall at average, and sported monstrous eyes, teeth and claws. They were every color from white, blue, purple, green, black, gray, silver, bronze, red, and all of them had the look of bloodthirst upon them. Many were bloodened already, having found a stray lookout or perhaps animal to snack on. They came rushing up the shores from the north and gurgled a disgusting but horrifying battle-cry, a roar unlike anything any iceborn had ever seen. More still came from the north-east, having made their way up the shore to attempt to flank the settlement and rush upon the pallisade and whatever funnels they might find into Dagshall. They crossed the river by swimming, swift as eels and just as slippery. They numbered in several hundreds, perhaps even a thousand or more, and they completely threw themselves in blind rage at the pallisades and barricades that you have had erected. The enemy was upon you. As your warriors locked shields at the chokeholds, the fish-men, now dubbed Deep Ones by the mad captain that had been among their first victims (he didn't seem so mad anymore) smashed into the shield-wall. They shoved, pushed and roared their disgusting battle-cry all the while striking at the Iceborn or the shieldwall in any way they could, with the fury only sick beasts could. But the Iceborn held firm. Dag himself was slicing fishman necks up on the pallisades as they climbed over each other or their own dead bodies to get up at the humans when a runner came up to him. [i]"Dag! Your son is back!"[/i] [i]"Good! Tell him to make himself useful - flame of Kjorn or not!"[/i] [i]"Well, about that, I--"[/i] The runner was interrupted by a sharktooth-dagger through the throat. More and more Deep Ones had come over the pallisade, and some warriors not currently fighting in the shieldwall had to rush up to reinforce their comrades up on the pallisades fighting for their lives. Dag finished off the one that had so rudely interrupted their conversation, and then he tossed a glance toward the southern entrance, where Sigdar came running through with his mighty axe... But Dag barely recognized his son. He roared with the fury of ten men, he stood at nine feet tall and his arms were twice the size of any man Dag had ever seen or could even imagine. His eyes were the scariest of all - they were empty and white, with the same blue flames as from the runestone coming out of them. Dag could barely believe it - had Sigdar gained the blessing of Kjorn, or had he become the God's own avatar?! Sigdar the First Chosen leapt into battle. He rushed up the pallisade, and to the astonishment of his comrades he leapt straight down into the Deep One onslaught on the other side. He cut deep swathes across the enemy ranks, rallying any and all Iceborn around him, saving dozens from being gutted by sharktooth spears, swords or daggers. [color=gray][Free reign! Sigdar has returned within hours, and completely turned the tide of battle in your favor. You have armed all your able-bodied men and women, giving you 250-275 fighters and another 25-50 that performs other non-combat tasks yet are still present near the front-lines. The rest of the populace is either barricading themselves in the great hall or helping out in any way they can.] [Free reign means you may write the following battle any way you wish. You are victorious despite being outnumbered 4 or 5 to 1, and much of that is thanks to Sigdar and his new powers. They will be explained more thoroughly as he continues to explore them, but for now you may go ham and assume when writing your post that he is indeed the avatar of Kjorn himself.] [Your stored iron was used in creation of new armor and weaponry for your warriors, but you still have some left in your storages.] [You have not decided what to do with the Goblin population. Please specify.] [If you have any other uncertainties, just tag me in Discord!][/color] [b]Population:[/b] 234 men, 230 women, 67 children. [indent][i]- 153 Goblin Thralls[/i][/indent] [b]Livestock:[/b] A herd of goat. [color=gray][i](Your herd has taken damage from the arrival of the Deep One forces, but you managed to get most to safety.)[/i][/color] [b]Military:[/b] No standing military. Militia able to be conscripted up to 60% of adult population. [b]Food level:[/b] Above Average [b]Resources:[/b] Lumber, Iron, [color=gray]Honey (low quantities, legendary quality)[/color] [b]Wealth:[/b] Nonexistant [b]Trade:[/b] Nonexistant [b]Growth:[/b] Base: 5% [i]+1% from food level, +1% from morale = 7%.[/i] [b]Morale:[/b] High [b]Foreign relations:[/b] [indent]- [color=0054a6]Children of Artemon[/color]: [color=yellow]Neutral[/color] - [color=teal]Deep Ones[/color]: [color=darkred]Hated[/color][/indent][/hider] [h3][color=yellow]The Antari[/color][/h3] [@Murtox] [Hider=Turn 3]The scouts ventured outward into the surrounding region and found seemingly abundant wildlife. To the north the terrain was mostly open with a river cutting through the grasslands. With only a few trees and forestated areas to protect them, the animals here were mostly small like rabbit, deer, beaver and the occasional fox or other lesser predator. The river was full of fish however, and near the streams where the samon jumped up the small falls, bears could be found waiting for an easy snack. In the mountains close to Pachacamac, the scouts found mountain goats and great rams that seemed a good choice for domestication indeed, but they were such adequate climbers that they simply eluded the scouts wherever they found them. To the west, the scouts dared not venture too deep into the unknown forest but they noted a few brown bears near the outskirts. They must live north and west of the river that cuts through the grasslands, and in the forest they found elk and moose. Lastly, to the east, the scouts were chased out of the mirky woods by packs of wolves, more brown bears and territorially aggressive moose and elk, even reindeer. Why had the wildlife grown so hostile to the east, and not the west, the scouts wondered. Oh, and boars. Boars were pretty much everywhere, in the grasslands, near the slopes of the hills before the mountains and the woods to the east and west. Rano Rancor looked at his new invention. Not bad, he thought, but not a masterpiece either. He held up the crude crossbow in his hands and aimed at the target he had set up in his workshop at the opposite side of the wall. He aimed, placed the sights at the bullseye, and fired. THWOP, THUNK... The bolt hit slightly off target. No matter, he thought. Nothing that a simple adjustment can't fix. He barely had time to finish his thought before Amari Asto himself, accompanied by a few advisors including Manco, came to his workshop to check on his progress. [i]"Well sire, I do believe I have a good enough prototype ready but I was just about to make some final adjustments. Would you like to try it? It's quite easy to use."[/i] he said, quickly showed Amari Asto how to properly aim and fire, and off went the bolt toward the target. [i]Still[/i] slightly off... Hm. Oh well. It was still a strong invention, and on par with the lizardmen's own contraptions. But would Amari Asto be pleased enough with his endeavor? - An expedition was formed. If the supposed human tribe to the south could be contacted, the Antari thought they might be allies against the lizardmen. They trained themselves, supplied themselves and finally set off toward their destination, given to them by their captive lizard, so many were uncertain of the accuracy of this intelligence. Still, they had a mission to complete and they would see it through for their people, their family and friends and their ruler. [color=gray](Is Amari Asto a king?)[/color] It occured to them once they had exited the guarded pass however that... Well, they can't just simply stroll by the lizardmen camp. They might be spotted, attacked and eaten or worse, in that order. They came up with a few alternatives, and the man or woman who had been named expedition leader considered their options. They could either... [b]A)[/b] Stroll straight south, hoping to avoid the lizardmen in the mountains while they take the most direct route toward their destination. [b]B)[/b] Go further west around the great lake, to (hopefully) avoid the lizardmen but to complete their task at a slower rate. [b]C)[/b] Get as far away from the lizardmen as possible westward to completely avoid them and safely get to their destination, but cost them a lot of extra time. [b]D)[/b] South[i]east[/i]! Of course! Obviously the mountains can't go on forever, maybe there's an easy way to the humans by going around the lizardmen no their east side. [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 213 men, 210 women, 56 children. [b]Military:[/b] No standing military. Militia able to be conscripted up to 30% of adult population. [b]Food level:[/b] Above average [b]Resources:[/b] Stone, lumber, copper. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] Nonexistant [b]Growth:[/b] Base: 5% [i]+1% from food level, +0% from morale = 6%.[/i] [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] [indent]- [color=orange]Lizardmen of Ves'Tuk[/color]: [color=red]Hostile[/color][/indent][/hider] [h3][color=0054a6]The Children of Artemon[/color][/h3] [@Pirate] [color=red]No post found. You know the drill.[/color] [Hider=Turn 3]Ah, finally. A task of which the Children of Artemon can truly shine! Leatherworkers quickly put much of their effort into the production of leather armor for the few troops available and a bunch extra for stockpiling. The armor for the 15 elves-at-arms are completed rather quickly, but with an import of raw leather goods from the giants not being that great of quantity, the rest of the stockpile won't be completed until next turn. [color=gray][Elf-at-arms upgraded with better armor.][/color] There are many more workers in the village than just leatherworkers however. The next task would prove to be immensely more time-consuming, and resource-consuming! A pallisade was to be constructed around the settlement. Luckily, there was a river to the east and west served as natural protection for the settlement, and made for an easy place to start. Construction began at the eastern riverbank, where a small gatehouse would provide passage or denial of passage to those who come to Duinmelamar by boat. From there, they built the pallisade as lumber for building came in. [color=gray][Pallisade around entire settlement is completed in: 2 more turns.][/color] [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 154 men, 156 women, 55 children. [b]Military:[/b] 15 Elf-at-Arms. Militia able to be conscripted up to 20% of adult population. [b]Food level:[/b] Above average [b]Resources:[/b] Lumber, fish, [color=gray]stone [i](small quantities.)[/i][/color] [b]Wealth:[/b] Nonexistant [b]Trade:[/b] [indent]Imports: [i]Raw leather and animal goods from [color=orange]Giant Camp[/color].[/i] Exports: [i]Processed leather goods to [color=orange]Giant Camp[/color].[/i][/indent] [b]Growth:[/b] Base: 4% [i]+1% from food level, +0% from morale = 5%.[/i] [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] [indent]- [color=ed1c24]Bonesnapper Tribe:[/color] [color=red]Hated[/color] - [color=orange]Giant Camp:[/color] [color=lightgreen]Friendly[/color] - [color=lightgreen]Lothelonni:[/color] [color=green][Assimilated][/color] - [color=00CED1]Iceborn:[/color] [color=yellow]Neutral[/color][/indent][/hider] [h3][color=DarkSlateGray]Clan Oreborn[/color][/h3] [@Kangutso] [Hider=Turn 3]Steadily, construction on the great city was progressing. Soon, another entire district had been completed in the blink of an eye thanks to Clan Oreborn's ancient Brownbeard heritage and the initiative of Arngir to improve their tools and funding. It soon became clear that the city would stand sometime in the far off but not too distant future. At least now they had some sort of timeframe, give or take a few... Well, whatever days, weeks, months or years it might take. After all, with a population of not even 400, to construct a city would mean starting at but a small hovel and work their way up from there. If at any time the ruling council or Arngir came to the conclusion that a certain district, building or room had to be built (such as a fort, barracks, throneroom, etc), it would be made. While no specific requests were made however, plans continued normally. [color=gray][City completed in: 5-7 turns.][/color] Indeed, the idea to tame beasts of burden instead of carry all the heavy loads themselves seemed like a good one. For now though, the group of tired dwarves would have to rest before they could set out to find any. After all, the Ursar had spoken of great beasts wandering the plains to the far south, albeit briefly. [color=gray][Exploration effort to find beasts return in 1 turn.][/color] [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 165 men, 161 women, 63 children. [b]Military:[/b] No standing military. Militia able to be conscripted up to 30% of adult population. [b]Food level:[/b] Average [b]Resources:[/b] Copper, tin, gold, lumber, iron. [b]Wealth:[/b] Very low [color=gray][i](Consisting mostly of raw gold ore for now)[/i][/color] [b]Trade:[/b] [indent]- Mutual small-scale trade with the Ursar.[/indent] [b]Growth:[/b] Base: 5% [i]+0% from food level, +0% from morale = 5%.[/i] [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] - The Ursar: [color=lightgreen][i]Friendly[/i][/color] - The Brown-Skin Orcs: [color=gray][i]Not yet met.[/i][/color] - The Lilitu: [color=gray][i]Not yet met.[/i][/color][/hider] [h3][color=DarkGray]The Lycan Covenant[/color][/h3] [@Pyromaniacwolf] [Hider=Turn 2]And so the resistance finally takes shape. After the secret meeting of the tribe leaders, a storm rolls in over the lands. Rain washed down upon them for a few hours, and the Ogres and Lycan alike watched in awe as a giant bolt of lightning struck somewhere far into the south. After a few hours had passed however, the weather returned to normal. [color=gray][i](See more in the world-event section at the top of this post.)[/i][/color] While the mystical phenomenon had dazed the fellowship momentarily, they soon got to work. Bloodfang sought out his warriors. Some had survived the battle but fled into the wilds to avoid capture by the ogres, and not all had returned to the settlement. It would take a while before Bloodfang could gather all his forces. [color=gray][Time until Bloodfang has mustered the majority of his warriors: 1 turn.][/color] SIlentpaw and her stealthy lot had already been tracking the ogres for weeks, very discreetly. The ogres were vigilant and so gathering any information about them had been very hard. Recently though they had gotten bolder and with Vlath's instruction they began mapping and time-tabling the Ogres' movements. For now, all you know is that they patrol the village three times a day with a large band of soldiers - once at sunrise, once at mid-day and once at dusk. Once a week they also came into the settlement to take some lycans away for presumed slave-labor, but seeing as Silentpaw hasn't been able to stalk the Ogres back to their camp that often she has no idea where the captives are actually being taken. Time would tell. [color=gray][Silentpaw will yield new intel gathered every turn for another 2 turns.][/color] Goldtooth had a hard task before him. He would aid the others in any way he could, but... It simply wasn't possible to learn how to forge armor and weapons the ogres had without gaining access to their camp or by having the ogres yield their secrets of own free will. The latter, Goldtooth remarked, wasn't likely. [color=gray][Goldtooth has no idea how to gain the ogres secrets. He has no objects to examine to attempt to replicate forging, or any recipe to go from.][/color] Vlath wasn't having much luck either. He knew the Gods had placed trust in him and that he was charged with a monumental task... But they were earily silent as of late. He had a feeling they were conserving their energies, biding their time. After all, eternal beings had all the time in the world and Vlath realized if he didn't finish his task, they would wait a millenia if they had to until a new chosen race would ascend to take the task upon them. This gave him new determination to see it through, but as of now he could only meditate and guide the others as best he can. [b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other[/b] [b]Population:[/b] 139 men, 131 women, 22 children. [b]Military:[/b] No standing military. Militia able to be conscripted up to 50% of adult population. [b]Food level:[/b] Average [b]Resources:[/b] Requires prospection and industry. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] Nonexistant [b]Growth:[/b] Base: 5% [i]+0% from food level,[/i] [i]-4% from occupation = 1%.[/i] [b]Morale:[/b] Disgruntled [b]Foreign relations:[/b] [indent]- [color=brown]Durgal's Horde:[/color] [color=darkred][i]Hated[/i][/color][/indent][/hider] [h3][color=DarkGreen]The Orc-Grave Swamp Enclave[/color][/h3] [@Bright_Ops] [Hider=Turn 3]The expedition was put into motion. Goblins armed themselves with the newest technology of crossbows, and those that didn't get one could still use trusty spears. Gredy had a feeling the two weaponries would complement each other well. Then... He had another brilliant idea! As they journeyed north to secure the swamp and get their training all in one, he would also bring a small number of black-skin goblins and green-skin goblin workers to create a small but accessible (to them) road or path that went northward and connected their settlement to the outpost in the middle of the swamp. As they went along, hunting animals for food, training and regional security, Gredy couldn't help but compliment himself in his head. THREE good ideas baked into one, certainly he was a genius! And some other goblins had noticed, too. Not only was he quite famous for, well, being the leader of this entire expedition, but now that he had hatched a good few brilliant ideas and proven himself to be a very capable leader, a few female goblins in his sphere of friends (distant or not, maybe friend-of-a-friend? I mean, in such a small community everyone knows everyone, surely) had attempted to get closer to him. They gave him subtle compliments and some even brought him gifts as thanks for what he had done for their people. Would he claim such just rewards though, or would he attempt to humble himself? [color=darkgray][b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other[/b][/color] [b]Population:[/b] 215 men, 217 women, 73 children. [indent][i](54 of adult population is of Blackskin Goblin descent)[/i][/indent] [b]Military:[/b] No standing military. Militia able to be conscripted up to 50% of adult population. [b]Food level:[/b] Below average [color=gray][i][Improving][/i][/color] [b]Resources:[/b] [color=gray]Hardstone (low quantity)[/color], iron, tin. [b]Wealth:[/b] Nonexistant [b]Trade:[/b] Nonexistant [b]Growth:[/b] Base: 8% [color=gray][i]-1% from food level,[/i][/color] [i]+0% from morale = 7%.[/i] [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You have not met any other civilizations. [/hider] [h3][color=violet]Clan Metalbeard[/color][/h3] [@Lauder] [Hider=Turn 3]With the construction of an actual stockpile, the dwarves would actually keep their surplus food and not have to eat whatever they had to keep it from spoiling. While the argument in the great chamber had raised some brows and set some dwarves into gossip-mode, no seemingly lasting effects cemented themselves. [color=gray][i](Sorry for the short post, it seems I couldn't quite come up with a lot of imagination to complement your storyline. I'm sure you can continue on your own, though!)[/i][/color] [color=darkgray][b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other[/b][/color] [b]Population:[/b] 92 men, 93 women, 23 children. [b]Military:[/b] No standing military. Militia able to be conscripted up to 30% of adult population. [b]Food level:[/b] Low [color=gray][i](Improving)[/i][/color] [b]Resources:[/b] None. [b]Wealth:[/b] Nonexistant. [b]Trade:[/b] Nonexistant. [b]Growth:[/b] Base: 4% [i][color=gray]-2% from food level[/color] +0% from morale = 2%.[/i] [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You have not met any other civilizations. [/hider] [h3][color=gold]The Trade Emporium[/color][/h3] [@Timemaster] [color=red]No post found. 1 turns until auto-dropout.[/color] [Hider=Turn 1]Ah, Coinshire. A perfect little hovel of huts and houses halfway dug into the ground. Execpt, it wasn't perfect. It wasn't even fully operational. Your people has recently arrived from gods-know-where and this is, without a doubt, not a very easy time for your people. While you're doing your best, your ruler, William Orbcoin, has yet to make any official announcements as to what to do next. Halfling families tend to be quite large, but even so this meagre population barely has half a child per household. And it's not even a household! These huts are little more than temporary shelter to be improved as time goes on! Nevertheless, the halflings of Coinshire has tough times behind them and tough times ahead of them, but with a bright outlook on the future that things will turn out alright... Or will it? But there are a few different kinds of halflings. Some like best to sit at home and share stories by the hearth, while others prefer to set out into the world and live adventures! Some halflings aren't even called halflings at all, that's how different they are! So... What are the halflings of Coinshire? [hider=Halfling Subraces][b]A) Hillfoots[/b] - The Hillfoot halflings are strong builders and farmers and tend to get round bellies after a while. They are comfortable, honest and friendly. High morale, all around! [b]B) Rockheads[/b] - The Rockhead halflings are craftsmen and traders, eagre to set out into the world but still rather like to be comfortable. They are good diplomats, merchants, sailors and craftsmen. [b]C) Bumblerunners[/b] - With such a hilarious-sounding name, one could only expect the Bumblerunners to be hilarious themselves, but that is not always the case. Bumblerunners are the opposite to Hillfoots. They prefer adventure, moving around, getting up to no good and are excellent thieves, spies, rogues and explorers. That doesn't mean all bad things however, they're halflings after all! [b]D) Kenderkin[/b] - Anyone who's ever met a Kender usually has nothing good to say about them. They're not strictly halflings, but rather a cousin race of traditional halflings. They're less round, more nimble and silghtly shorter. They combine a bit of Rockhead and Bumblerunner tendencies in that they love adventuring, meeting new people, craft new things and see the world. Notably, they're also very good sneaks and have the distinct trait that they don't feel fear. Fear to them is a foreign concept, and they're quite literally physically incapable of feeling fear. Historians and academics have scratched their heads for centuries over the Kender... Just what are they?! [b]E) Familtons[/b] - The Familtons are a family of halflings that proudly boast they count some of every halfling family within their numbers. They may dabble in all that other halfling families do, but may not reach quite the same expertise as focused subraces may.[/hider] [b]Population:[/b] 135 men, 125 women, 55 children. [b]Military:[/b] No standing military. Militia able to be conscripted up to 30% of adult population. [b]Food level:[/b] N/A [b]Resources:[/b] None. [b]Wealth:[/b] Nonexistant. [b]Trade:[/b] Nonexistant. [b]Growth:[/b] Base: 5% [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You have not met any other civilizations. [/hider] [h3][color=darkred]Servants of Amarak[/color][/h3] [@PringleDingle] [color=red]No post found. 1 turns until auto-dropout.[/color] [Hider=Turn 1]All glory to Amarak! He has lead us to this new land - Nehgrob Nek'sa - to become his chosen! His medium through which he will hold dominion over these realms. It is up to you, High Priest Gahd'Sihkra to guide your people through this monumental task that you have taken upon yourself to fullfill your oath. You are Trolls, savage and cunning, with natural regeneration and great strength. But there are several breeds of Troll. While you share some traits, you may find other traits less common. You are... [hider=Troll Subraces][b]A) Forest Trolls[/b] - Typically green of skin, has strong shamanistic or druidic beliefs and magic available to them, and can camoflague themselves in wooded areas. [b]B) Rock Trolls[/b] - With skin gray and hard as rock, it is no wonder this breed has gotten this name. They have increased strength and intellect at the cost of slower movement and lower growth. Through geomancy they may also channel earthly magic. [b]C) Dark Trolls[/b] - With black or purple skin, the Dark Trolls use shadow magic and cannibalism as the centre of their religion. They can see clearly during the night, and they have the strongest magical capability of all trollkind. [b]D) Blood Trolls[/b] - Redskinned and savage beyond compare. The strongest, most ferocious of all troll-kind, these trolls pride themselves in strength and find glory in war. They are quite magically handicapped, but neither does magic seem to bite them as hard as other races. [b]E) Unchosen[/b] - A strange self-given from long ago, these 'Unchosen' trolls are said to have been disowned by all Troll Gods and pantheons and banded together. They house all breeds of troll, thereby gaining all their strengths but also all their weaknesses and they cannot reach the same height as the other breeds.[/hider] [b]Population:[/b] 94 men, 93 women, 21 children. [b]Military:[/b] No standing military. Militia able to be conscripted up to 30% of adult population. [b]Food level:[/b] N/A [b]Resources:[/b] None. [b]Wealth:[/b] Nonexistant. [b]Trade:[/b] Nonexistant. [b]Growth:[/b] Base: 4% [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You have not met any other civilizations. [/hider] [h3][color=steelblue]The Elven Enclave[/color][/h3] [@ArisenMoon] [Hider=Turn 4]The dragon's eyes glimmered with hope when he met the friendly elves. Wood-Elves were lovers of nature too, and had that much in common with the Wilder Dragons. They even brought before it an offering of good will, a deer so that the dragon might recover from it's wounds and sickly figure. Saleian got the feeling that the young drake attempted to speak to him, but seeing as it was too weak to stand, it must be too weak to speak to him. While normal dragons would speak like most mortals could, Wilder Dragons were different. They spoke through emotions transfered from mind to mind, and when in such a dire state, surely it took a lot of energy. Then, when it began eating, the elves rushed to yank out the spear. So tired was the drake that it did not notice them hastily moving until they started pulling the spear. It let out a shriek of pain, and instinctively tried to scurry away. It couldn't even stand up however, let alone put up a fight, and so the elves were successful in pulling out the spear. A small amount of blood spilled upon the ground, seemingly enriching the soil in seconds due to the Wilder Drake's affinity to nature. Still, it wasn't a pretty sight as a small amount of blood for this big creature was quite a lot for a mortal elf. The short struggle ended, and the dragon layed back down exhausted. It's eyes were closed and breathing faint, but for some reason Salein thought he could feel a sense of gratitude coming from the gentle creature. They stayed with the drake for quite some time, guarding it and seeing to it that it was fed for the moment before having to make their way back home. They still had no idea why it was in such a state and why a spear had pierced its' scales, but Saleian had a feeling this wouldn't be the last time he'd meet them. He took the spear with him back to New Haven, and had his weaponmasters take a look at the spear to determine it's origin. The results were... Troubling. Perhaps even horrifying. The old make and pressence of decay radiating around the spear could only mean a few things. Either it had been stuck to the dragon for fifty years or more, or it had been attacked by a creature that had found a 50-year old spear... Or, the third and worst option... Undead. Although the possibility was monumentally tiny, it [i]was[/i] possible that the spear could have belonged to an undead footsoldier that died long ago, then raised years later by some dark forces. Whatever the cause of the wounded drake, one thing was certain. Something hostile was out there, and if it was hostile enough to attack a wilder drake in the wilds, it was sure enough to attack wood elves when spotted. You must remain vigilant. - Back home, the Earth-Singers simply could not commune with the lands. They met with the same problem as before, and no matter what they did it was evident to them that they needed something more. Some deeper connection to the lands, like a key to a lock. [color=gray][Action failed. I recommend you choose another action as this will not work until a certain prerequisite has been 'activated'. Sorry for the gimmicky game-like mechanic.][/color] [color=darkgray][b]A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other[/b][/color] [b]Population:[/b] 95 men, 96 women, 21 children. [b]Military:[/b] No standing military. Currently training 5 recruits. Militia able to be conscripted up to 30% of adult population. [b]Food level:[/b] Below average [color=gray][i](improving)[/i][/color] [b]Resources:[/b] None. [b]Wealth:[/b] Nonexistant. [b]Trade:[/b] Nonexistant. [b]Growth:[/b] Base: 4% [color=gray][i]-1% from food level,[/i][/color] [i]+0% from morale = 3%.[/i] [b]Morale:[/b] Indifferent [b]Foreign relations:[/b] You have not met any other civilizations. [/hider]