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  1. Name: The Vulmer
  2. Race: Magically Uplifted foxes
  3. Color: Red with Black Trim
  4. Fluff: Centuries ago, there was a race of Elves who were very skilled at magically altering living beings. Towards the end, there was a fad about pet foxes, and liked to breed and show them - but were not above magically enhancing the vulpines, bringing them up to nearly as intelligent as baseline humans, and giving them grasping paws and longer lifespans - although not as long as the Elves.
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  6. However, disaster struck as a plague - a magically enhanced cold that only impacted the Elves - burned through the community. Within only a few days, 99% of the elves had died, and the remainder were not enough to sustain their people. The remainders fully uplifted the Vulmer, who took on the Elvish society.
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  9. Government Type: High Kingdom, with a council of 'High Nobles'. There is a strong code of laws, but Code Duello is active. The Noble titles are held for life and are not passed on, with the exception of the High King.
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  11. Economy Type: Heavily Craftsman-based, with specialized Guilds. Uses precious-metal currency.
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  13. Religion: Officially, the Vulmer worship the Creator God of the Elves. unofficially, they worship their Elvish Ancestors.
  14. Location: Southern Peninsula on the West End of Gul, nearish the town I guess?
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  16. Population: (11.2) (+1.2/turn)
  17. Food: (Good)
  18. Raw Currency: (15) (+5/turn)
  19. Legitimacy: (Good)
  20. Culture: (5)
  21. Industry: (5)
  22. Unique Buildings: High King's Palace
  23. Defenses: Vulmerian Walls [Large]
  24. Military Units: 4 Legio Culpes Consularius[Very Strong]; 2 Legio Vulpes [Strong]
  25. Resources/Quantity: Iron [Sustainble]; Stone [Sustainable]; Wood [Sustainable]; Silver [unmined]
  26. Magic/Spells: [Vulmerian](spells: Invisibility [Simple]; Body Alteration [Simple])
  27. Technology: Metallurgy [Average]; Arcane Theory [Simple];
  28. Trade Routes: [none initially]
  29. Territory: 3
  30. Bonuses:
  31. 1. Like A Fox: Generally, very clever tactics don't work on you in combat. You're just super clever.
  32. 2. Clever: You know a thing or two about most things. You get +5 to all rolls.
  33. Eccentricities:
  34. 1. What's That Smell?: You are vulnerable to fire. If the opposition uses fire against you, you are penalized by -1 in combat rolls. Generally the opposition must make an actual effort to use flame.
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  37. Research: Invisibility 5/6
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