GiantcivOP

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Jun 12th, 2016
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  1. Cewri Empire - Stats-
  2.  
  3. ---
  4.  
  5. CURRENT WORLD MAP:
  6. http://imgur.com/CjXlyFF
  7.  
  8. ---
  9.  
  10. POPULATION:
  11.  
  12. Anor Londo - 144 giants (+4/turn)
  13. New Londo - 94 giants, 67 humans, 43 centaurs (+3 giants, +2 humans, +2 centaurs per turn)
  14. Ash Lake - 94 giants, 66 humans, 84 shroomies (+3 giants, +2 humans, +4 shroomies per turn)
  15. Sen's Fortress - 94 giants (+3 giants/turn)
  16. No-Man's Wharf - 84 giants, 81 shroomies (+3 giants, +4 shroomies per turn)
  17. Total Population: 510 giants, 133 humans, 165 shroomies, 45 centaurs
  18.  
  19. ---
  20.  
  21. BASIC STATS:
  22.  
  23. Food: 185 (-7/turn) [Fishing I] [Food Preservation I] [Boats I]
  24. Wood: 47 (-3/turn)
  25. Stone: 100 (+7/turn)
  26. Favor: 1425 (+50/turn)
  27.  
  28. ---
  29.  
  30. SUPPLIES:
  31.  
  32. Currency: 481 silver coins
  33. Animals: 40 greater yaks (+1 every other turn), 8 chickens, 8 dire bears (7 in use), 1 horse, 6 pegasi (+1 every other turn)
  34. Leather: 0
  35. Ores: 8 coal (+7/turn), 46 copper (+3/turn), 46 tin (+3/turn), 17 iron (+7/turn), 10 mithril (+5/turn), 15 gunpowder (+2/turn), 2 scarletite ore (+4/turn)
  36. Bars: None
  37. Valuable metals and gems: 2 silver bars (+2/turn), 2 gold bars (+2/turn) 2 rubies (+2/turn), 3 emeralds (+3/turn), 3 sapphires (+3/turn)
  38. Misc: 17 bags of salt (+3/turn), 3 barrels of mead (+3/turn), 10 bottles of dragon's blood, 1 defunct stone golem, 1 totem of defense, 1 totem of animal friendship
  39. Junk: Farm tools, 1 tiny cart
  40.  
  41. ---
  42.  
  43. TOWNS:
  44.  
  45. Anor Londo (Capitol)
  46. Attack: Wooden ballista x4 (5A, 3D, bonus against aerial and light armor)
  47. Defense: 8
  48. Structures:
  49. -Marble Dwellings (can house 250)
  50. -Reinforced Stone Wall (+4 town defense)
  51. -Expanded Stables (+1 yak every other turn, can house 40)
  52. -Logger's Hut (+1 wood every turn)
  53. -Throwing Range
  54. -Strengar's Forge
  55. -Shrine of the Couple (+10 favor/turn)
  56. -Mine lv. 3 (+3 copper, +3 tin, +3 coal, +4 iron ore, +4 mithril ore, +2 rubies, +2 scarletite ore, +2 gunpowder every turn)
  57. -Dire Bear Pen (can house 10)
  58. -Stonemason's Workshop (+1 stone every turn)
  59. -Castle Cewri
  60.  
  61. New Londo (Human village)
  62. Attack: Wall-mounted catapult (3A, 1D, bonus against walls and buildings, penalty against infantry), Wooden ballista x4 (5A, 3D, bonus against aerial and light armor)
  63. Defense: 7
  64. Structures:
  65. -Expanded Stone Dwellings (can house 150)
  66. -4 Farms (+1 food production/turn except in winter)
  67. -Expanded Wooden Human Dwellings (can house 75)
  68. -Expanded Stables (+1 yak every other turn, can house 40)
  69. -Logger's Hut (+1 wood every turn)
  70. -Workshop (Research boost)
  71. -Forge
  72. -Granary (Reduced food consumption)
  73. -Reinforced Stone Wall (+4 town defense)
  74. -Totem of Defense (+1 town defense)
  75. -Moat (+1 defense)
  76. -Prison (can house 50)
  77. -Wilbur's House
  78. -Centaur Enclave (can house 75)
  79. -Prison
  80. -Monument to Stronk Dad (+10 favor/turn)
  81.  
  82. Ash Lake (Giant village)
  83. Attack: Wooden ballista x3 (5A, 3D, bonus against aerial and light armor)
  84. Defense: 5
  85. Structures:
  86. -Expanded Stone Dwellings (can house 150)
  87. -Expanded Stone Human Dwellings (can house 200)
  88. -Stone Wall (+3 defense)
  89. -Totem of Defense (+1 town defense)
  90. -Mine lv. 3 (+3 stone, +4 coal, +3 iron, +1 mithril, +3 sapphires, +3 emeralds, +2 silver, +2 gold, +2 scarletite every turn)
  91. -Mushroom Houses (can house 60)
  92. -Orchards (+1 food production)
  93. -Monument to Lava Mama (+10 favor/turn)
  94.  
  95. Sen's Fortress (Military training fortress)
  96. Attack: Wooden ballista x4 (5A, 3D, bonus against aerial and light armor)
  97. Defense: 6
  98. Structures:
  99. -Expanded Stone Dwellings (can house 150)
  100. -Military Training Camp
  101. -Archery/Slinger Range
  102. -Salt Mines (+3 salt/turn)
  103. -Stone Fortress (+5 town defense)
  104. -Monument to Stronk Dad (+10 favor/turn)
  105.  
  106. No-Man's Wharf (Harbor)
  107. Defense: 5
  108. Structures:
  109. -Stone Dwellings (can house 75)
  110. -Stone Wall (+3 defense)
  111. -Expanded Mushroom Houses (can house 120)
  112. -Monument to Lava Mama (+10 favor/turn)
  113.  
  114. OTHER REGIONS OF INTEREST:
  115.  
  116. Sanctuary of Lava Mama (Holy land of Stronk Dad and Lava Mama)
  117. Defense: 10 (Divine protection)
  118. Structures: Temple of the Couple, Sacred Pyre of Lava Mama, Obsidian Tomb of Stronk
  119. (Note: The ground here is too unstable and filled with lava for any large, permanent settlements, though you might be able to build individual buildings.)
  120.  
  121. ---
  122.  
  123. HEROES:
  124.  
  125. Gough (Chieftain) [EQUIP: Gough's Bow (2x bonus against flying units), Crown of Cewri, Dragon Leather Armor] (6A, 5D)
  126. Age: 83
  127. The esteemed leader of the Cewri Tribe. His leadership has proven time and time again to be incredibly invaluable, and he gets a great deal of respect from his tribe. His chosen weapon is the bow, preferring a very large bow handcrafted specifically to his liking. His hobby is woodcarving. He is married to Armaaga. He has one son, Yhorm, and one daughter, Quelaag.
  128.  
  129. Armaaga (Champion archer) [EQUIP: Champion’s Bow (Bonus against flying units), Dragon Leather Armor] (6A, 5D)
  130. Age: 64
  131. The champion archer of the Cewri Tribe. She won her spot in the tribe through an archery contest, and the bow she won from it is instilled with the spirit of victory. She is often ill-tempered and prone to outburst, but on the battlefield her focus is unshakable. She is married to Gough. She has one son, Yhorm, and one daughter, Quelaag.
  132.  
  133. Yhorm (Toddler)
  134. Age: 2
  135. Quelaag's younger brother, Yhorm is the heir to the chieftain of the Cewri Tribe. One day, he will bring the tribes of Cewri and Koggarach together, but for now he is just an infant.
  136.  
  137. Quelaag (Child)
  138. Age: 3
  139. The daughter of Gough and Armaaga. There isn't much to say about her as her life has just begun...thankfully, while giants can live to be up to 200 years old or more, they reach adulthood rather quickly.
  140.  
  141. Wor (Shaman) [EQUIP: Mithril-plated Dire Bear (mount), Shaman's Staff] (4A, 5D)
  142. Age: 145
  143. A reclusive giant who has taken an interest in the shamanic arts. After a magic tablet was bought from a wandering trade caravan, he took great interest in it, locking himself in his house for days at a time until he mastered the art. His dire bear companion/mount, Ursag, is his primary weapon in battle, though his hex magic has changed the tide of battle many times.
  144.  
  145. Valdoth (Shaman apprentice) [EQUIP: Mithril-plated Dire Bear (mount)] (4A, 5D)
  146. Age: 34
  147. The young apprentice of Wor. As Wor's successor, he does his best to keep practicing shamanic arts, and although he spends most of his time picking herbs, gathering reagents and getting ritual ingredients for Wor, he has become quite the skilled shaman himself, being able to substitute for Wor if a shaman is needed.
  148.  
  149. Elmagh (Priestess of Fire) [EQUIP: Scarletite Armor] (5A, 6D) (Bonus against flammable objects)
  150. Age: 103
  151. Bio: Elmagh, the Priestess of Fire, is a devout worshipper of Lava Mama who was chosen during a pilgrimage to Lava Mama's volcano to receive the gift of divine flame. She is the head priestess of Lava Mama's order and is the most skilled wielder of fire magic. Although she has acolytes under her, she is the primary spellcaster of the tribe along with Wor.
  152.  
  153. Balgmar (Champion of Stronk) [EQUIP: Fragarach (Bonus against light armor units), Dragonbone Armor, Mask of the Father] (9A, 8D)
  154. Age: 43
  155. Bio: One of the strongest warriors of the tribe, Balgmar proved his might in the battle of Welsten and in doing so was blessed by Stronk Dad and chosen to be His champion. Wields Fragarach, the two-handed sword used by Stronk Dad Himself.
  156.  
  157. Strengar (Giant Blacksmith) [Equip: Centauric Battle Axe (Bonus against shields)] (4A, 1D)
  158. Age: 64
  159. Bio: The best blacksmith in the tribe. He loves mead and swatrock, and is also a member of the Anor Londo Boulders. His weapons are always of exceptional quality but he dedicates himself fully to his masterpieces, meaning that they take much longer to build. Holds the world record for longest rock swat.
  160.  
  161. Agaricus (Chief Engineer) (1A, 1D)
  162. Age: 34
  163. Bio: An old and wise shroomie who was chosen by Strengar to be the Chief Engineer at the siege workshop at Sen's Fortress. Agaricus writes everything in garbled shroomish, making it somewhat hard to understand, but the designs themselves are pretty solid. He is trying to put together the first shroomie swatrock team.
  164.  
  165. Deathcap (Black Spore Elite) [Equip: 2x Steel Shroomie Daggers, Steel Shroomie Throwing Knives] (4A, 2D, stealthy, can poison, has a chance of instantly killing an enemy)
  166. Age: 37
  167. Bio: A rough, grizzled shroomie found in Brigand's Rest, Deathcap is on a quest to find his love, a shroomie named Chanterelle. He talks in a strong Shroomish accent, and is sometimes easily misunderstood. He is incredibly serious, though at times he can be seen pining for his loved one.
  168.  
  169. Havel the Rock (Captain of the Defense Forces) [Equip: Dragonbone Heavy Armor, Dragonbone Club, Dragonbone Helm] (5A, 8D)
  170. Age: 52
  171. Bio: As the head of the Defense Forces, Havel's job is to ensure that, in the event of an attack, the cities of Cewri are kept safe by any means necessary. He earned the nickname "The Rock" from being one of the tribe's top defenders who blocked many arrows and saved many troops. He once took an arrow straight to the back and was able to keep fighting. He is also known as "the Dragon" due to his dragonbone club and armor.
  172.  
  173. Sigmar (Diplomat) (1A, 1D)
  174. Age: 73
  175. Bio: The primary diplomat of the tribe, Sigmar can be thought of as the tribe's face. He is very charismatic and open-minded towards other races, making him the ideal choice for dealing with them. In negotiations, he is reasonable but takes a strong stand against things that undermine the best interests of the giants. A fan of swatrock, he believes that the game can potentially be a great unifier of nations, as demonstrated by the tournaments with Koggarach.
  176.  
  177. Temur (Runic Sage) (4A, 1D)
  178. Age: 52
  179. Bio: Temur, while as old and stubborn as any other centaur, has been fascinated with giant culture, and was one of the first to volunteer to live in the centaur enclave at New Londo. He is quite the talented runic sage, although he has no prior experience in the art and knows only as much as the giants do. Still, considering how closely the centaurs guard the secret of runic magic, something is better than nothing.
  180.  
  181. Mayor Wilbur (Human civilian)
  182. Age: 59
  183. Bio: Captured by the giants during a raid on his farmhouse, Wilbur has become a key ally of the giants through his helpfulness and acts as the bridge between the giants and the humans. He has used his knowledge of human technology many times to help giants out when their research stalled. After the Battle of Welsten, he was named the mayor of New Londo.
  184.  
  185. ---
  186.  
  187. MILITARY:
  188.  
  189. Melee:
  190.  
  191. - 32 Iron Halberdiers (4A, 3D, bonus against cavalry units)
  192. - 28 Steel Halberdiers (5A, 4D, bonus against cavalry units)
  193. - 4 Red Steel Halberdiers (6A, 5D, bonus against cavalry units)
  194. - 13 Iron Hammermen (4A, 3D, armor-breaking x2)
  195. - 31 Steel Hammermen (5A, 5D, armor-breaking x2)
  196. - 3 Red Steel Hammerman (6A, 6D, armor-breaking x2)
  197. - 5 Obsidian Macemen (4A, 4D, armor-breaking)
  198. - 10 Mithril Defenders (1A, 8D), provides cover against ranged attacks for 3 units)
  199. - 1 Scarletite Defender (1A, 9D), provides cover against ranged attacks for 3 units)
  200. - 11 Iron Zweihandermen (4A, 3D, bonus against light armor)
  201. - 21 Steel Zweihandermen (5A, 4D, bonus against light armor)
  202. - 4 Red Steel Zweihandermen (6A, 5D, bonus against light armor)
  203. - 10 Iron Warpicksmen (3A, 4D)
  204. - 18 Steel Warpicksmen (4A, 5D, armor-breaking x3)
  205. - 2 Red Steel Warpicksmen (5A, 6D, armor-breaking x3)
  206. Ranged:
  207. - 14 Slingers (2A, 3D)
  208. - 1 Javelin Thrower (3A, 3D, bonus against aerial troops)
  209. - 20 Crossbowmen (4A, 3D, bonus against aerial troops)
  210. Cavalry:
  211. - 5 Steel Bear Riders (6A, 4D)
  212. Magic:
  213. - 10 Clerics of Fire (5A, 4D) (Bonus against flammable objects)
  214. - 13 Acolytes of Fire (4A, 4D) (Bonus against flammable objects)
  215. Siege Weapons:
  216. - Catapult (3A, 1D) (Major bonus against walls and buildings, penalty against infantry and cavalry)
  217. - 3 Black Powder Catapults (5A, 3D) (Major bonus against walls and buildings, bonus against infantry, may cause damage to friendly units/itself)
  218. - Battering Ram (3A, 1D) (Can only be used against against gates and doors)
  219. Navy:
  220. - Capital Ship (5A, 7D) [EQUIP: 2 cannons (5A, 5D, bonus against ships, walls and buildings), 2 empty siege slots)]
  221. - 2 Frigates (4A, 4D) (anti-ship)
  222. Humans:
  223. - 5 Steel Pegasus Knights (3A, 3D, aerial)
  224. - 1 Archer (2A, 2D)
  225. - 1 Spearman (2A, 3D, bonus against cavalry units)
  226. - 2 Steel Swordsmen (3A, 3D)
  227. - 1 Ship Captain (1A, 1D)
  228. - 1 Siege Engineer (0.5A, 0.5D)
  229. Mercenaries:
  230. - 2 Steel Bear Riders (6A, 4D)
  231. - 10 Centaur Keshiks (4A, 4D)
  232. - 5 Red Steel Halberdiers
  233.  
  234. Allied Troops:
  235. Koggarach:
  236. -4 Bronze Light Clubsmen (3A, 3D)
  237. -4 Iron Halberdiers (4A, 4D, bonus against cavalry units)
  238. -8 Javelin Throwers (3A, 2D, bonus against aerial units)
  239. Portobello Republic:
  240. 5 Bruiser Shrooms (5A, 4D)
  241. 25 Shroomie Monks (4A, 3D)
  242. 20 Poison Shroom Warriors (3A, 4D, can poison)
  243. 25 Black Spore Shrooms (2A, 2D, stealthy, bonus on sneak attacks)
  244.  
  245. Total: 259 (+91 allied) (+17 mercenaries) (+11 human) (+3 naval)
  246.  
  247. ---
  248.  
  249. SPARE GEAR:
  250.  
  251. Weapons:
  252. Armor:
  253. Other:
  254.  
  255. ---
  256.  
  257. TECHNOLOGY:
  258.  
  259. Stone Age: [Survival I]
  260. Bronze Age: [Animal Husbandry I] [Axes I] [Swords I] [Slings I] [Metallurgy I] [Mining I] [Food Preservation I] [Leatherworking I] [Fishing I] [Nets I] [Farming I] [Masonry I] [Shields I] [Bows I]
  261. Iron Age: [Spears II] [Armor II] [Axes II] [Shields II] [Brewing I] [Storage I] [Siege Weapons I] [Alchemy I] [Seafaring I]
  262. Medieval Age: [Metallurgy II] [Crossbows I]
  263. Renaissance Age: [Metallurgy III] [Exotic Ammunition I] [Explosives I] [Medicine I] [Seafaring II]
  264.  
  265. ---
  266.  
  267. UNFINISHED PROJECTS:
  268.  
  269. Ash Lake mine Lv. 4 (2/5)
  270.  
  271. ---
  272.  
  273. MAGIC:
  274.  
  275. Shamanic Magic: Overview
  276. Shamanic magic is a primitive form of magic based around rituals and nature. In the beginning you have access to three schools, as listed below. You can research each of the individual schools of shamanic magic, such as weather control, healing, etc. Casting a spell takes one action and you can only cast one spell per shaman a turn.
  277.  
  278. Known spells (and their schools):
  279.  
  280. [Blessings lv. 2]
  281. Group Minor Heal – Reduces three units' recovery time by 1 turn
  282. Group Strength – Nearby units get +3 attack until the end of combat
  283. Group Defense - Nearby units get +3 defense until the end of combat
  284. Minor Battlefield Heal - Removes the wounded status from one friendly unit (can be used 2x per battle)
  285. Heal - Reduces a unit's recovery time by 2 turns
  286.  
  287. [Hexes lv. 3] (can be used when a shaman is in close proximity to the target)
  288. Group Bad Luck – Random bad things happen to enemies
  289. Group Enfeeblement – A group of enemies (i.e. a single phalanx, row of archers, etc.) suffers -3 to attack and defense
  290. Greater Famine – Enemy village gets -5 food production for the turn
  291. Fear - Chance of sending many non-hero units into a panic, making them flee the battle.
  292. Swamp – Turns a larger amount of ground into a fetid swamp for one turn, impeding progress. Additionally, the swamp will sometimes swallow up a hapless victim or two in the murk.
  293. Commune with Dead – Allows the caster to communicate with the spirit of a corpse that has died no earlier than 3 turns ago.
  294. Minor Mind Control - Can control the actions of one non-hero person for one turn.
  295. Death Curse - After three turns, 10 non-hero enemies of your choice die.
  296.  
  297. [Nature lv. 2] (cannot be used in winter)
  298. Gemberry – Creates 5 food
  299. Create Wood – Creates 5 wood
  300. Rain Dance – Boosts a farm output until the end of turn
  301. Minor Animal Friendship - Tames one small creature
  302. Blizzard (can only be used in winter) - Creates a blizzard for one turn, making it so neither you nor others can venture outside their respective villages
  303. Change Weather - Can change the current weather (e.g. from sunny to rainy, sunny to stormy, sunny to hailing, etc.)
  304.  
  305.  
  306. Divine Magic: Overview
  307. Divine magic follows the same rules as shamanic magic, except you cannot research divine magic. Instead, spells are granted by the Lava Mama when given sufficient offerings at shrines or at the Sanctuary. Each offering will give you Favor, which can be used to purchase new spells. You can make one offering per turn as a free action. Lava Mama will take many things, but she abhors junk (things of no value), corpses (food and animal byproducts such as leather are fine) and living creatures (which turn into corpses when offered). Metal generally is a good gift.
  308.  
  309. [Divine Fire Magic: Learned]
  310.  
  311. Earthquake - Creates a medium magnitude (~5.0) earthquake in an area, damaging buildings.
  312. Fire Magic IV - Determines the basic damage of Elmagh and her followers. Currently gives +4 to ranged attacks.
  313. Greater Explosion - Creates a giant burst of flame in an area in close proximity to the Priestess of Fire, damaging creatures, knocking them back and igniting flammable objects.
  314. Warmth - For two turns, no firewood is consumed during winter.
  315. Mass Minor Stronk Strength - Gives the army +2 attack and +2 defense for the turn
  316. Group Minor Fire Blessing - Imbues 3 weapons with the element of fire, giving a permanent +1 bonus. Does not stack, but a higher-intensity Fire Blessing will overwrite a lower-leveled one.
  317. Minor Stronk Shield - Gives +1 town defense to a village for a single turn
  318. Eruption - Creates a burst of lava from the earth that causes heavy damage to all in its radius
  319.  
  320.  
  321. [Spells that may be bought] (more may be gained by leveling up the school)
  322.  
  323. Divine Fire Mastery III - Level Up: 5000 favor
  324. Earthquake Upgrades - Intensity lv. 3: 2500 favor
  325. Fire Magic IV Upgrades - Intensity lv. 5: 2000 favor
  326. Greater Explosion Upgrades - Intensity lv. 4: 1500 favor
  327. Group Minor Fire Blessing - Intensity lv. 2: 2000 favor, Scope lv. 3: 3500 favor
  328. Warmth - Duration lv. 3: 1000 favor
  329. Mass Minor Stronk Strength - Intensity lv. 2: 1000 favor
  330. Minor Stronk Shield - Intensity lv. 2: 500 favor
  331. Eruption - Intensity lv. 3: 3000 favor
  332. Unlock: Rekindle (Revives a single unit from death, can be used once per thread): 10000 favor
  333. Unlock: Summon Lava Elemental (summons two of the personal servants of Lava Mama (5A, 5D, bonus against flammable objects) to fight for you for one turn.
  334. Train Acolyte of Fire - 20 favor
  335. Train Cleric of Fire - 500 favor
  336.  
  337.  
  338.  
  339. Runic Magic - Overview
  340. Runic magic involves the use of 24 symbols which runic sages can imbue energy into to produce a variety of effects. Runic magic cannot be researched but there are six runic scrolls scattered about the world that give the ability to evoke the power of new runes. Runes can be combined to produce many effects, but beware as some combinations may be unstable and dangerous.
  341.  
  342. Only one rune may be evoked or combined with an existing rune per turn.
  343.  
  344. [Currently known runes]
  345.  
  346. -Hagalaz - Destruction - The basic attack spell for runic sages. It deals damage to its target, which strengthens with the amount of runes learned. It cannot be combined with other runes, as it will destroy the rune it is combined with. That said, it is an excellent way to remove existing runes.
  347. -Uruz - Strength - Increases the strength of its target. When applied to weapons, it will make them into Centauric weapons, giving them +1 to attack.
  348. -Eihwaz - Defense - Increases the defense of its target. When applied to armor, it will make them into Centauric armor, giving them +1 to defense.
  349. -Isa - Ice - Can freeze a target, preventing them from acting for a turn. Does not stack.
  350. -Algiz - Shield - Increases town defense by 1. Can only be active in one town per rune, and does not stack with totem of defense
  351. -Sowulo - Heal - Removes the wounded status from a unit.
  352. -Mannaz - Man - Allows you to scan the strengths and weaknesses of one unit.
  353. -Raido - Travel - Shortens the reinforcement arrival time of one group by 1 turn
  354.  
  355.  
  356. ---
  357.  
  358. CULTURE:
  359.  
  360. -Throwing-
  361. * Throwing is a part of Hill Giant culture, especially rockthrowing. All giants who are of age are expected to be skilled at it.
  362. -Swatrock-
  363. * The game of Swatrock, which is played by throwing a rock in the air and hitting it as hard as you can while it's still in midair. The giant who hits it the farthest is considered the winner. This is the giants' favorite pastime, and large tournaments are are often held. is the giants' favorite pastime. The Cewri League has four teams: the Anor Londo Boulders, the New Londo Direbears, the Welsten Wasters and the Boulder Bashing Buddies (BBB).
  364. -Religion-
  365. *The Cewri Tribe worships Lava Mama and Stronk Dad. Lava Mama was a Fire Priestess and Stronk was a great warrior, the tallest giant of his time. They were two respected members of an ancient giant tribe, before giants were known as ice giants or plains giants, but as united giants. Against the wishes of their tribe's religion and military tenets, the Fire Priestess and Stronk fell in love. Fearing persecution, they fled to a nearby mountain to live in peace and exile. But nothing lasts forever.
  366. The Fire Priestess and Stronk held their new hill home as best he could, but even he could be overpowered. As the fire priestess heard her lover fall she prayed to Spirit of the Mountain. The Spirit entered her, imbued her with its power.
  367. The mountain rumbled, fissures opened in the earth to swallow the attackers and drown them in burning lava. With nothing left of her home but Fire and Magma, the priestess built a pyre for Stronk out of lava and legend says his obsidian tomb is still standing outside one volcano....The Spirit of the Mountain left the Fire priestess with one final blessing: she would bear Stronk's child. The first true Hill Giant was born to this new Goddess: the Lava Mama.
  368. -Funeral Practices-
  369. * When Cewri tribe warriors fall in battle, their bodies are taken to the Sanctuary of Lava Mama and dropped in Her volcano. In doing so, it is believed that their spirits become one with Lava Mama and they are taken to the next life in the Stronklands.
  370. -The Pilgrimage-
  371. * Fire priestess acolytes collect the dead bodies of their enemies and sort the loot as to prevent magical artifacts slipping through the cracks. In doing so they would pay special attention to the ones that are incapacitated and dying but not quite all the way dead, then, using a divine ritual, would prolong their lives but not truly heal them. Then, an acolyte is selected and she is to make a pilgrimage to the volcano carrying the dying prisoner to symbolize the weight and burden of the decisions that lead Stronk Dad and Lava Mama to the volcano along with the preciousness of life like that of Lava Mama carrying the first hill giant in Her Womb. If the acolyte arrives and the prisoner still lives, he or she is to be made into a full member of the Lava Mama faith.
  372. -Seasons-
  373. *The Giants' calendar lists four seasons with "days" being one month ingame. The four seasons are as follows (and will be listed at the top of each update): Wetha (spring), Hotha (summer), Coolha (fall) Coldha (winter)
  374.  
  375. ---
  376.  
  377. FOREIGN RELATIONS:
  378.  
  379. *The Kingdom of Brylon
  380. Race: Human, halfling, storm giant
  381. Diplomatic State: WAR
  382. Leader: King Halios von Brunschwilder IV (Storm Giant)
  383. Known heroes:
  384. Sir Crowley - Master of the Storm (lightning mage)
  385. Sir Guilford Raynes - General of Estgaard (pegasus knight)
  386. Lady Mallory the Black (assassin)
  387. Sir Leifric the Titan (???)
  388. Lady Astora - She Who Works Miracles (???)
  389. Lady Shirley Geare - Head Engineer (???)
  390. Sir Moriarty - Golem Master (???)
  391. Sir Ozman - Ruler of the Waves (???)
  392. Sir Karsten - He Who Has Slain 1,000 Orcs (???)
  393.  
  394. Discovered Cities: Estgaard, Strommenburg, Andolor, Palmyr, Wolfsmeade, Scarlet Gate, Byron's Gate, Albemeria (capitol)
  395. Bio: The Kingdom of Brylon is currently the primary antagonist of the Cewri tribe. Ruled by King Halios von Brunschwilder IV, a hedonistic and narcissistic king who pays little regard to those under him but hates losing. Assisting him are an elite military unit known as the Knights of the White Rose, who also play into Brylonian politics. The war between Cewri and Brylon was sparked when the giants raided and captured the town of Welsten. Since then, Brylon has been sending troops and resources to the halfling town of Amberly, which has now been retrofitted into a fortress. King Halios has rejected numerous peace offers, preferring his own pride to reason. In response, the giants laid siege to and successfully razed Amberly, taking most of the population hostage. At the same time, however, a surprise attack came from Estgaard, to the north. The giants were able to avoid that battle by negotiating a cease-fire arrangement in exchange for the return of the hostages and giving the humans freedom of choice as to whether or not they wish to stay or go. The commander of the Estgaard Armed Forces, Sir Guilford, managed to convince the arrogant king to grant the giants an audience, but it was there that they learned the secret of Brylon - it is secretly ruled by a storm giant, and he is one massive dick. Luckily, communications with Estgaard reveal that many of the towns in Brylon harbor deep unrest against Halios and it wouldn't be surprising to find underground resistance movements in these cities. As the ceasefire has now ended, war has resumed with Brylon.
  396.  
  397. *The Koggarach Tribe
  398. Race: Hill giants
  399. Diplomatic State: ALLIES
  400. Leader: Chieftain Makaba
  401. Known Heroes: None yet
  402. Discovered Cities: Koggarach
  403. Bio: Koggarach is a small, independent city-state nestled near a mountain lake in the North Gargan Mountains. Koggarach and the Cewri Tribe have long been allies, with their primary bonds being the game of swatrock and their faith in Lava Mama and Stronk Dad. While Koggarach retains its autonomy as an independent tribe, they have pledged to aid the Cewri with military, food, and other supplies when requested (as long as they have the means to do so). The swatrock tournament held at the start of the season between the two tribes has become a major celebration within the Cewri Tribe.
  404.  
  405. *The Kholoron Khanate
  406. Race: Centaurs
  407. Diplomatic State: Friendly but apprehensive
  408. Leader: Sartaq Khan
  409. Known Heroes: None yet
  410. Discovered Cities: Khanbarach, Khor, Suterak
  411. Bio: The Kholoron Khanate, rulers of the Kholoron Steppe, are a secretive and enigmatic country with a strict policy of neutrality and non-intervention. Recently, due to the giants being able to prove themselves to the centaur, they have been able to enter into centaur territory and do business with the centaurs. The centaurs continue to operate the Centaur Trading Post, which acts as a staging point for traders coming in and out of centaur lands.
  412.  
  413. *The Portobello Republic
  414. Race: Shroomies
  415. Diplomatic State: ALLIES
  416. Leader: Consul Quagloo
  417. Known Heroes: Ambassador Squelch
  418. Discovered Cities: Quil'squeg, Bolete Town
  419. Bio: The Portobello Republic is a country discovered by the giants in a mushroom forest south of Sen's Fortress. Forced into hiding by the humans, who declared war on them after the shroomies retaliated against Brylonian shroom hunters, the Portobello Republic was re-established after Amberly fell and the humans were pushed back to the east. They are very grateful to the giants for saving them and allowing them to rebuild, and thus entered into an alliance with them. Shroomies of the Portobello Republic speak a strange language and although they are learning to speak common as they integrate with giant society the only one who speaks common fluently is Ambassador Squelch.
  420.  
  421. *The Elven Kingdom of Cielo
  422. Race: Elves
  423. Diplomatic State: Unfriendly
  424. Leader: Queen Cielune XXXVI
  425. Known Heroes: None
  426. Discovered Cities: Kyfe Entheas, Eldmaril
  427. Bio: Yup, THESE bastards. Highly magical, highly androgynous, highly annoying. Their civilization thrives on the use of magic of all kinds and their mastery of the art has led them to think that they are above any other race, even the giants. And they may be right, because these guys have all kinds of tricks up their sleeves, all of which would probably blow a hapless giant to bits. They don't particularly like the shroomies or the centaurs, straining relationships between the giants and elves.
  428.  
  429. *The Ograch Orcs
  430. Race: Orcs and their goblin followers
  431. Diplomatic State: Hostile
  432. Leader: Unknown
  433. Known Heroes: None yet
  434. Discovered Cities: None yet
  435. Bio: They're big, they're green and they're mean. The orcs do what they want, when they want, to who they want. Their strength lies in their sheer numbers and as long as they have that to their advantage they won't fear anything. They inhabit the Ograch Wastes to the north of Brylon, and the close proximity between the two nations means that Brylon is a perennial target for orcish raids.
  436.  
  437. *Brigand's Rest
  438. Race: Multiracial criminals
  439. Diplomatic State: Neutral
  440. Leader: Unknown
  441. Known Heroes: None yet
  442. Discovered Cities: Brigand's Rest
  443. Bio: An old, run-down shantytown along the southern coast, Brigand's Rest has become a hideaway for smugglers, mercenaries, thieves, criminals and pirates. The town is famous for its information guild, where a vast network of informants collects crucial information on the various kingdoms and sells it for the right price. Mercenaries are a common sight here, and many may be hired from the taverns and bars.
  444.  
  445. *The Anubian Empire
  446. Race: Anubians
  447. Diplomatic State: Neutral
  448. Leader: Pharaoh Amenakhten
  449. Known Heroes: Akhenotep
  450. Discovered Cities: Manakhaten
  451. Bio: The Anubian Empire, comprised of black-furred, jackal-headed humanoids, was once a great civilization that controlled the entirety of the Nabir Desert back when it was much more lush and fertile. Smitten by the curse of an angry god, their lands have now turned to searing sand and their people have been driven insane and turned into monstrosities due to a mysterious obelisk located in the former Anubian capitol of Ramkhamen. Now, from the northern capitol of Manakhaten, the Anubians fight a desperate battle to reclaim what's left of their once glorious civilization.
  452.  
  453. ---
  454.  
  455. TRADING POSTS/SHOPS
  456.  
  457. The Cewri Empire has found the following trading posts, which act like shops.
  458.  
  459. *Centaur Trading Post (Kholoron Khanate)
  460. Likes: Currency (silver coins) and mead
  461. Currently for sale:
  462. -
  463. - Centauric Battleaxe x2 (+3 atk, bonus against shields)
  464.  
  465. *The Howling Wench Tavern (Brigand's Rest)
  466. Likes: Silver coins
  467. Mercenaries for hire:
  468. -None currently
  469.  
  470. *The Information Guild (Brigand's Rest)
  471. Likes: Silver coins (lots of them), noteworthy new information (will pay in silver coins)
  472. Information for sale:
  473. - Hint (500 silver coins)
  474. - Good hint (1000 silver coins)
  475. - Great hint (2000 silver coins)
  476.  
  477. *The Black Market (Brigand's Rest)
  478. Likes: Anything and everything. Will pay in silver coins
  479. Currently for sale:
  480. - Nothing, but you can sell your excess goods here
  481.  
  482. ---
  483.  
  484. BONUSES AND FLAWS:
  485.  
  486. -Bonuses: [Brute Force]: Large bonus to combat rolls. [Animal Companions]: Choose one type of animal to be companions. [Location Bonus]: Starting position will determine the type of giant.
  487. -Flaws: [Spacious]: Negative to sneak attack and stealth rolls. [Menacing]: Physical appearance tends to scare off smaller races and threaten large ones.
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