Civ 6: Hiatus until August 31
Posted: Mon Jul 07, 2014 2:03 pm
Civilization Background
.[tabs: Population]
273 Chelydrians (+63 Rogue Faction)
1 Silver Pack of Garou
308 Ogres (+63 Rogue Faction)
60 Minotaurs
129 Dwarves
129 Orcs
118 Drow
95 Grippli
70 Maeterra
60 Skyborne
23 Pony-Unicorns
23 Earth Ponies
23 Pony Pegasai
1 Alicorn leader
140 Simple Celled
70 Formicid
91 Minodrow (+21 Rogue Faction)
91 Drogres (+21 Rogue Faction)
91 Bullfrogs (+21 Rogue Faction)
11 Drider Ogres (Dumb, but you point, they punch)
11 Drider Taurs (Completely Wild Animals - they don't take orders. Turn 'em loose and hope they don't hit you)
11 Drider Orcs
10 Drider Frogs
22 Driders
11 Drider Dwarves (Not happy about their situation!)
11 Drider-erra (Not happy about their situation!)
10 Winged Drider-beaked (Nearly insane)
80 Gryphons
35 Owlbears
206 Giant Spiders
Total Population: 2086 (not counting Gryphons, Owlbears and Spiders); 12 of these are casters (equal halves Divine and Arcane); only one of the Divine Casters can actually cast Healing Spells
[tabs: Society]
Orcs and Grippli are neutral around Dwarves, Ponies, Skyborne, Chelydrians, Formicids, Drow, and Halfbreeds, and nervous around Garou, Minotaurs and Ogres.
Skyborne and Chelydrians are neutral toward Dwarves, Ponies, Garou, Minotaurs, Ogres, Orcs and Grippli, are afraid of Humans, and dislike Formicids, Drow, and Halfbreeds.
Dwarves and Ponies are neutral to Orcs and Grippli, and somewhat dislike Skyborne, Chelydrians, Formicids, Drow, Halfbreeds, Garou, Minotaurs and Ogres. (Ponies replace dislike with Neutral)
Garou, Minotaurs and Ogres are neutral to each other, Dwarves, Ponies, Skyborne and Chelydrians, and dislike Formicids, Drow, and Halfbreeds. They will push Orcs and Grippli around but not
intentionally harm them.
Formicids, Drow, and Halfbreeds are neutral around Dwarves, Ponies, Skyborne, Chelydrians, Orcs and Grippli, and are nervous of Garou, Minotaurs and Ogres.
Maeterra and the Simple Celled are neutral to everyone.
[tabs: Statues of The Fallen] Nothin' here... yet. That of course... will change... O:)
[tabs: Magic Known]
Arcane (Level 0 of Max 1st Level Spells)
Abjuration 0 Resistance Subject gains +1 on saving throws.
Conjuration 0 Acid Splash Orb deals 1 Wound acid damage.
Divination 0 Detect Poison Detects poison in one creature or small object.
Divination 0 Detect Magic Detects spells and magic items within 60 ft.
Divination 0 Read Magic Read scrolls and spellbooks.
Enchantment 0 Daze Humanoid creature of 4 HD or less loses next action.
Evocation 0 Dancing Lights Creates torches or other lights.
Evocation 0 Flare Dazzles one creature (-1 on attack rolls).
Evocation 0 Light Object shines like a torch.
Evocation 0 Ray of Frost Ray deals 1 Wound cold damage.
Illusion 0 Ghost Sound Figment sounds.
Transmutation 0 Mage Hand 5-pound telekinesis.
Transmutation 0 Mending Makes minor repairs on an object.
Transmutation 0 Message Whispered conversation at distance.
Transmutation 0 Open/Close Opens or closes small or light things.
Universal 0 Arcane Mark Inscribes a personal rune (visible or invisible).
Universal 0 Prestidigitation Performs minor tricks.
Divine (Level 0 of Max 1st Level Spells)
Create Water Creates 2 gallons/level of pure water.
Cure Minor Wounds Cures 1 wound of damage 50% of the time.
Detect Magic Detects spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or object.
Guidance +1 on one attack roll, saving throw, or skill check.
Light Object shines like a torch.
Mending Makes minor repairs on an object.
Purify Food and Drink Purifies 1 cu. ft./level of food or water.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.
[tabs: Resources]
Wyvernwyrm Soul: 100 (increases by 1 per 100 population per month, currently increases by 20)
Lloth's Rage: 100 (Drops by 3d4 - Spiritual per month, if it reaches 0, She acts; severity will increase the more it happens)
Food: 600 Units; increases at Spring Harvest, Midsummer and Fall Harvest (dependant on Food/Water Aspect level); drops by 1 per month, +17 for increased Metabolism
[tabs: The Aspects]
VillageLife 1 (0/125); HomeFamily 0 (0/100); FoodWater 0 (0/100); Wonders 0 (0/100); Population 0 (0/100);
Dungeoneering 1 (0/125); Traps 0 (0/100); Mazelooting 0 (0/100); DungeonCombat 0 (0/100); Sphinxology 0 (0/100);
Warfare 1 (0/125); Militia 0 (0/100); Group 0 (0/100); Single 0 (0/100); Magic 0 (0/100);
Technology 1 (0/125); Steampunkery 0 (0/100); Inventioneering 0 (0/100); Tools 0 (0/100); Metallurgy 0 (0/100);
Personal 1 (0/125); Occupation 0 (0/100); Skill 0 (0/100); Hobby 0 (0/100); Mastery 2 (0/150);
Spiritual 1 (0/125); Divine 0 (0/100); Healing 0 (0/100); Shaman 0 (0/100); Zealotry 0 (0/100);
Social 1 (0/125); People 0 (0/100); Trade 0 (0/100); Diplomacy 0 (0/100); Espionage 0 (0/100);
Sorcery 1 (0/125); Mana 0 (0/100); IME 0 (0/100); LeyLine 0 (0/100); Theory 0 (0/100);
Research 1 (0/125); Legends 0 (0/100); SpellSchool 0 (0/100); Cultural 0 (0/100); Library 0 (0/100);
Date: 968.6, AP: 50, MP: 25
[tabs: Perks and Gifts] Coming soon, once you achieve the proper levels of course
[tabs: Universe Tweaks/Civilization Notes]
Bonuses in () increase at a rate of 2% per year until the maximum bonus is reached.
Begin in an Abandoned Dungeon Maze
Begin with an Abandoned Citadel
Start with a Precious Metal Mine
First Contact never worse than Neutral
Increased Starting Population 30% of Chledryians, Halfbreeds, Ogres BUT 30% population bonus is a Rogue Faction
Descendants of an Ancient Wyrm (granting a special energy, measured as "Wyvernwyrm Soul"
Deal +2 Wounds to unarmed attacks (so 3 per wound during the damage phase, possibly 4 or 5)
Heal a total of 7 wounds a month before Rest, 8/Month 35%, All Wounds 15% (You're not invincible, but you can take a punch)
Mundivore: Eat anything
Pro: Roll twice, take better result, AP/MP generated from both rolls goes to the Action Pool
Fit as a Fiddle (+5 Wounds, +3 to All Saving Throws, take 1 less wound of damage, 2 wounds 35% of the time, 30% to ignore wounds outright)
Extremely Hardy (100% resistant to Disease, Sickness, Poison, Necromancy, Mutation (100% Ponies, 30% otherwise))
Battle Veteran (Crit Success on 81+ instead of 95+ in Warfare, Immunity to Fear/Morale Breaks, +18 to Warfare Actions, -20% Difficulty to Warfare, -30% if using Sword and Shield tactics.)
Magical Nexus (+1 Level for Spells, Divine/Shaman magic is 60% harder to dispel, Research Difficulties drop by 16)
Sorcery and Spiritual Power (+32 bonus and -30% Difficulty to Sorcery, +35(47) and -35%(60%) Difficulty to Spiritual)
Technical Knowledge (Begin with knowledge of Guns, "Advanced" Technology)
Technical Skill (Technology Difficulty reduced by 35%(55%), +11 to all rolls involving construction of any kind, -17 to all Technology rolls)
Animal Husbandry (+11 bonus to domesticate big/difficult creatures/magical beasts, start with Gryphon, Hippogryph, Owlbear allies/mounts, 11% own trainable Giant Spiders as pets)
Socially Unpredictable (-7 to all rolls, results 14% worse than normal, Social rolls twice and uses better result, stacks with Pro thus three rolls any time Social is called for)
Mystery Solvent (Something Interesting happens on a 65+(54+) and a Mysterious Event on 65+(63+))
Totemic Strength (Phoenix)
-------------
One Life to Live (Cannot be Raised, Necromancy Forbidden)
Magical Weaknesses (Weak to Mind-Affecting Spells, Enchantments, Demons, Devils, Undead, Omens, Celestial Events, Dragonslaying, Divine Smites and Dreams/Nightmares)
Wild Magic (14% for spells to go Wild)
Attract large/giant magical monsters (approximately one per 5 years, this rate will increase with time)
One caster per 175 members, learn spells at half the normal rate; Only 1 in 5 Divine Casters can heal (need to research alternate heal spells at 90+)
Current Racial Wars are fragile truces; not guaranteed to stay that way
Cult of Extermination within the Civilization
Civilization Rival overwrites Tolerance (Tolerance will last about a year and a half)
Deviant Deity has very Strange Ways
Greedy (Big treasures heard about -must- be sought out)
Lloth's Vengance (Lloth could be a BIG problem against the Deviant Deity...)
Spidertouched (5% of entire population is Driders!)
Hoarders (There may be faction infighting over rare/valuable treasures)
The Black Spiral (Easily corrupted, especially if too much time spent in non-natural surroundings)
Stubborn to New Ideas (Aspects advance at 1/2 speed: 1d3/2d6 Minimum 5/2d7 Minimum 7)[/tabs]
.[tabs: Important NPCs]
(Allies)
Checkershell, chief of the Chelydrians
Shaman Brakk, Chief of the Ogres
Norgok One-Horn, Warchief of the Minotaurs
Bozdrak Nog, Chief of the Orcs
Laiawen Shadowknife, Matron of the Drow
Jumping Foot, Croakspeaker of the Grippli
Quick-With-Fists, Maeterra Warrior-Lord
"Squawky" Treeka, Heirophant of the Skyborne
Cobalt Comet, Alicorn of the Ponies
Tengar Bronzehammer, Dwarf Lord
Nae'Rhyia Deepthorn, "She-Who-Speaks-For-The-Driders"
Blorbloosh, Hivemind of the Simplecelled
Ketchak'trikk, Formicid Hivelord (Hivemind)
6 (Unnamed) Divine Casters (Will roll later for race, at least 2 are Dwarves))
6 (Unnamed) Arcane Casters (Will roll later for race, at least 2 are Drow))
(Neutral...?)
Gynnidarcia, giant Gynosphinx
(Hostile)
The 777th Layer (eight ships crewed mostly by human mages and necromancers with focus on water and weather magic, backed up by a large force of Sea Trolls)
Her Majesty's Scarlet Sky (At least fourteen large galleons manned by Humans, Centaurs and Elves mostly from Pontovia and Kayvensia; low in magic but what they have packs a massive punch)
Savala's Blizzard (anywhere from six to twelve Longships of the Norselands, but they don't go down because of what appears to be "divine protection"...)
[tabs: Important Places]
Home, of course
The Realm of Pontovia (Centaurs; Neutral)
The Realm of Rahadaisha (Elves; hostile to anything not an elf, Tolerance likely will *not* last (Drow!))
The Realm of Kayvensia (Humans, Skyborne; Neutral)
The Dark Lands (Humanoids; Neutral, but closed to visitors and not talking to anyone)
The Norselands (Human Valkyries; Neutral but damn Fearless)
Tethivego (Lizard Men; Neutral)
[tabs: Important Things]Strange Purple Crystal on top of Mile High Mountain
[tabs: Current Situations] "Named" story quest lines begin in 969.01.
* A Rival Religion (The Valkyries) is preaching Extermination
* Little is known about your New God
* The Driders are blaming each other for their situation; half seem insane, the rest potentially psychotic.
* A Cult of "Destroy the purebloods" has sprung up, led by the Rogue Halfbreeds. The Driders are looking interested.
* Gynnidarcia has Wyrmstink all over her.
[tabs: Over And Done With...] I'll be putting the "out of sight out of mind and ignored for the most part" things here.[/tabs]..
.[tabs: Population]
273 Chelydrians (+63 Rogue Faction)
1 Silver Pack of Garou
308 Ogres (+63 Rogue Faction)
60 Minotaurs
129 Dwarves
129 Orcs
118 Drow
95 Grippli
70 Maeterra
60 Skyborne
23 Pony-Unicorns
23 Earth Ponies
23 Pony Pegasai
1 Alicorn leader
140 Simple Celled
70 Formicid
91 Minodrow (+21 Rogue Faction)
91 Drogres (+21 Rogue Faction)
91 Bullfrogs (+21 Rogue Faction)
11 Drider Ogres (Dumb, but you point, they punch)
11 Drider Taurs (Completely Wild Animals - they don't take orders. Turn 'em loose and hope they don't hit you)
11 Drider Orcs
10 Drider Frogs
22 Driders
11 Drider Dwarves (Not happy about their situation!)
11 Drider-erra (Not happy about their situation!)
10 Winged Drider-beaked (Nearly insane)
80 Gryphons
35 Owlbears
206 Giant Spiders
Total Population: 2086 (not counting Gryphons, Owlbears and Spiders); 12 of these are casters (equal halves Divine and Arcane); only one of the Divine Casters can actually cast Healing Spells
[tabs: Society]
Orcs and Grippli are neutral around Dwarves, Ponies, Skyborne, Chelydrians, Formicids, Drow, and Halfbreeds, and nervous around Garou, Minotaurs and Ogres.
Skyborne and Chelydrians are neutral toward Dwarves, Ponies, Garou, Minotaurs, Ogres, Orcs and Grippli, are afraid of Humans, and dislike Formicids, Drow, and Halfbreeds.
Dwarves and Ponies are neutral to Orcs and Grippli, and somewhat dislike Skyborne, Chelydrians, Formicids, Drow, Halfbreeds, Garou, Minotaurs and Ogres. (Ponies replace dislike with Neutral)
Garou, Minotaurs and Ogres are neutral to each other, Dwarves, Ponies, Skyborne and Chelydrians, and dislike Formicids, Drow, and Halfbreeds. They will push Orcs and Grippli around but not
intentionally harm them.
Formicids, Drow, and Halfbreeds are neutral around Dwarves, Ponies, Skyborne, Chelydrians, Orcs and Grippli, and are nervous of Garou, Minotaurs and Ogres.
Maeterra and the Simple Celled are neutral to everyone.
[tabs: Statues of The Fallen] Nothin' here... yet. That of course... will change... O:)
[tabs: Magic Known]
Arcane (Level 0 of Max 1st Level Spells)
Abjuration 0 Resistance Subject gains +1 on saving throws.
Conjuration 0 Acid Splash Orb deals 1 Wound acid damage.
Divination 0 Detect Poison Detects poison in one creature or small object.
Divination 0 Detect Magic Detects spells and magic items within 60 ft.
Divination 0 Read Magic Read scrolls and spellbooks.
Enchantment 0 Daze Humanoid creature of 4 HD or less loses next action.
Evocation 0 Dancing Lights Creates torches or other lights.
Evocation 0 Flare Dazzles one creature (-1 on attack rolls).
Evocation 0 Light Object shines like a torch.
Evocation 0 Ray of Frost Ray deals 1 Wound cold damage.
Illusion 0 Ghost Sound Figment sounds.
Transmutation 0 Mage Hand 5-pound telekinesis.
Transmutation 0 Mending Makes minor repairs on an object.
Transmutation 0 Message Whispered conversation at distance.
Transmutation 0 Open/Close Opens or closes small or light things.
Universal 0 Arcane Mark Inscribes a personal rune (visible or invisible).
Universal 0 Prestidigitation Performs minor tricks.
Divine (Level 0 of Max 1st Level Spells)
Create Water Creates 2 gallons/level of pure water.
Cure Minor Wounds Cures 1 wound of damage 50% of the time.
Detect Magic Detects spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or object.
Guidance +1 on one attack roll, saving throw, or skill check.
Light Object shines like a torch.
Mending Makes minor repairs on an object.
Purify Food and Drink Purifies 1 cu. ft./level of food or water.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.
[tabs: Resources]
Wyvernwyrm Soul: 100 (increases by 1 per 100 population per month, currently increases by 20)
Lloth's Rage: 100 (Drops by 3d4 - Spiritual per month, if it reaches 0, She acts; severity will increase the more it happens)
Food: 600 Units; increases at Spring Harvest, Midsummer and Fall Harvest (dependant on Food/Water Aspect level); drops by 1 per month, +17 for increased Metabolism
[tabs: The Aspects]
VillageLife 1 (0/125); HomeFamily 0 (0/100); FoodWater 0 (0/100); Wonders 0 (0/100); Population 0 (0/100);
Dungeoneering 1 (0/125); Traps 0 (0/100); Mazelooting 0 (0/100); DungeonCombat 0 (0/100); Sphinxology 0 (0/100);
Warfare 1 (0/125); Militia 0 (0/100); Group 0 (0/100); Single 0 (0/100); Magic 0 (0/100);
Technology 1 (0/125); Steampunkery 0 (0/100); Inventioneering 0 (0/100); Tools 0 (0/100); Metallurgy 0 (0/100);
Personal 1 (0/125); Occupation 0 (0/100); Skill 0 (0/100); Hobby 0 (0/100); Mastery 2 (0/150);
Spiritual 1 (0/125); Divine 0 (0/100); Healing 0 (0/100); Shaman 0 (0/100); Zealotry 0 (0/100);
Social 1 (0/125); People 0 (0/100); Trade 0 (0/100); Diplomacy 0 (0/100); Espionage 0 (0/100);
Sorcery 1 (0/125); Mana 0 (0/100); IME 0 (0/100); LeyLine 0 (0/100); Theory 0 (0/100);
Research 1 (0/125); Legends 0 (0/100); SpellSchool 0 (0/100); Cultural 0 (0/100); Library 0 (0/100);
Date: 968.6, AP: 50, MP: 25
[tabs: Perks and Gifts] Coming soon, once you achieve the proper levels of course
[tabs: Universe Tweaks/Civilization Notes]
Bonuses in () increase at a rate of 2% per year until the maximum bonus is reached.
Begin in an Abandoned Dungeon Maze
Begin with an Abandoned Citadel
Start with a Precious Metal Mine
First Contact never worse than Neutral
Increased Starting Population 30% of Chledryians, Halfbreeds, Ogres BUT 30% population bonus is a Rogue Faction
Descendants of an Ancient Wyrm (granting a special energy, measured as "Wyvernwyrm Soul"
Deal +2 Wounds to unarmed attacks (so 3 per wound during the damage phase, possibly 4 or 5)
Heal a total of 7 wounds a month before Rest, 8/Month 35%, All Wounds 15% (You're not invincible, but you can take a punch)
Mundivore: Eat anything
Pro: Roll twice, take better result, AP/MP generated from both rolls goes to the Action Pool
Fit as a Fiddle (+5 Wounds, +3 to All Saving Throws, take 1 less wound of damage, 2 wounds 35% of the time, 30% to ignore wounds outright)
Extremely Hardy (100% resistant to Disease, Sickness, Poison, Necromancy, Mutation (100% Ponies, 30% otherwise))
Battle Veteran (Crit Success on 81+ instead of 95+ in Warfare, Immunity to Fear/Morale Breaks, +18 to Warfare Actions, -20% Difficulty to Warfare, -30% if using Sword and Shield tactics.)
Magical Nexus (+1 Level for Spells, Divine/Shaman magic is 60% harder to dispel, Research Difficulties drop by 16)
Sorcery and Spiritual Power (+32 bonus and -30% Difficulty to Sorcery, +35(47) and -35%(60%) Difficulty to Spiritual)
Technical Knowledge (Begin with knowledge of Guns, "Advanced" Technology)
Technical Skill (Technology Difficulty reduced by 35%(55%), +11 to all rolls involving construction of any kind, -17 to all Technology rolls)
Animal Husbandry (+11 bonus to domesticate big/difficult creatures/magical beasts, start with Gryphon, Hippogryph, Owlbear allies/mounts, 11% own trainable Giant Spiders as pets)
Socially Unpredictable (-7 to all rolls, results 14% worse than normal, Social rolls twice and uses better result, stacks with Pro thus three rolls any time Social is called for)
Mystery Solvent (Something Interesting happens on a 65+(54+) and a Mysterious Event on 65+(63+))
Totemic Strength (Phoenix)
-------------
One Life to Live (Cannot be Raised, Necromancy Forbidden)
Magical Weaknesses (Weak to Mind-Affecting Spells, Enchantments, Demons, Devils, Undead, Omens, Celestial Events, Dragonslaying, Divine Smites and Dreams/Nightmares)
Wild Magic (14% for spells to go Wild)
Attract large/giant magical monsters (approximately one per 5 years, this rate will increase with time)
One caster per 175 members, learn spells at half the normal rate; Only 1 in 5 Divine Casters can heal (need to research alternate heal spells at 90+)
Current Racial Wars are fragile truces; not guaranteed to stay that way
Cult of Extermination within the Civilization
Civilization Rival overwrites Tolerance (Tolerance will last about a year and a half)
Deviant Deity has very Strange Ways
Greedy (Big treasures heard about -must- be sought out)
Lloth's Vengance (Lloth could be a BIG problem against the Deviant Deity...)
Spidertouched (5% of entire population is Driders!)
Hoarders (There may be faction infighting over rare/valuable treasures)
The Black Spiral (Easily corrupted, especially if too much time spent in non-natural surroundings)
Stubborn to New Ideas (Aspects advance at 1/2 speed: 1d3/2d6 Minimum 5/2d7 Minimum 7)[/tabs]
.[tabs: Important NPCs]
(Allies)
Checkershell, chief of the Chelydrians
Shaman Brakk, Chief of the Ogres
Norgok One-Horn, Warchief of the Minotaurs
Bozdrak Nog, Chief of the Orcs
Laiawen Shadowknife, Matron of the Drow
Jumping Foot, Croakspeaker of the Grippli
Quick-With-Fists, Maeterra Warrior-Lord
"Squawky" Treeka, Heirophant of the Skyborne
Cobalt Comet, Alicorn of the Ponies
Tengar Bronzehammer, Dwarf Lord
Nae'Rhyia Deepthorn, "She-Who-Speaks-For-The-Driders"
Blorbloosh, Hivemind of the Simplecelled
Ketchak'trikk, Formicid Hivelord (Hivemind)
6 (Unnamed) Divine Casters (Will roll later for race, at least 2 are Dwarves))
6 (Unnamed) Arcane Casters (Will roll later for race, at least 2 are Drow))
(Neutral...?)
Gynnidarcia, giant Gynosphinx
(Hostile)
The 777th Layer (eight ships crewed mostly by human mages and necromancers with focus on water and weather magic, backed up by a large force of Sea Trolls)
Her Majesty's Scarlet Sky (At least fourteen large galleons manned by Humans, Centaurs and Elves mostly from Pontovia and Kayvensia; low in magic but what they have packs a massive punch)
Savala's Blizzard (anywhere from six to twelve Longships of the Norselands, but they don't go down because of what appears to be "divine protection"...)
[tabs: Important Places]
Home, of course
The Realm of Pontovia (Centaurs; Neutral)
The Realm of Rahadaisha (Elves; hostile to anything not an elf, Tolerance likely will *not* last (Drow!))
The Realm of Kayvensia (Humans, Skyborne; Neutral)
The Dark Lands (Humanoids; Neutral, but closed to visitors and not talking to anyone)
The Norselands (Human Valkyries; Neutral but damn Fearless)
Tethivego (Lizard Men; Neutral)
[tabs: Important Things]Strange Purple Crystal on top of Mile High Mountain
[tabs: Current Situations] "Named" story quest lines begin in 969.01.
* A Rival Religion (The Valkyries) is preaching Extermination
* Little is known about your New God
* The Driders are blaming each other for their situation; half seem insane, the rest potentially psychotic.
* A Cult of "Destroy the purebloods" has sprung up, led by the Rogue Halfbreeds. The Driders are looking interested.
* Gynnidarcia has Wyrmstink all over her.
[tabs: Over And Done With...] I'll be putting the "out of sight out of mind and ignored for the most part" things here.[/tabs]..