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Topics - Solifuge

Pages: [1] 2 3 4
1
Forum Games and Roleplaying / [ISG] Ashwood Cross
« on: November 27, 2016, 01:16:52 pm »

Ashwood Cross

Expedition 0:
|00|01|02|03|04|05|06|07|08|09|
|10|11|12|13|14|15|16|17|18|19|
|20|21|22|23|24|25|26|27|28|



Game Mechanics and Information:
Ashwood Cross is an Illustrated Suggestion Game, in which the readers shape the story by suggesting actions for the characters to take. You definitely don't need to read these rules to participate; you just need to follow the updates, and post suggestions if you like. That said, knowing the rules can show you what options are available to you as players, and will probably help you make the best use of your resources, skills, and abilities. It may even help you understand what's going on in the story a bit better! Feel free to poke around at your own initiative. If you have questions about anything confusing in there, feel free to ask! Odds are that if you're confused, other folks find it confusing too. I'll do what I can to keep this section updated, as we discover new mechanics and such, too.

Spoiler: Dice and Skill Tests: (click to show/hide)


Spoiler: Special Abilities (click to show/hide)

GM's Note, for Mobile Readers: Some images, such as the Character Status Sheets, have Alt-Text with additional information. Normally, this can be viewed by mousing over the images. Unfortunately, Alt-Text can't be viewed on many mobile devices. I'll do my best to make Alt-Text gameplay information available in plain text, but feel free to check the Game Mechanics section above for that info as well!



Fan Art and Miscellanea:



2
Seeing as how there's a lot of community members with Game-Related projects, let's set aside a thread to talk about 'em!

Whether you're programming something for fun, creating a mod for an existing game, building a new tabletop or forum game, or are just interested in Game Design in general, this is a dedicated place to chat and share your stuff! Feel free to ask questions, share screenshots of your works-in-progress, link playable demos or finished projects, ask questions, solicit feedback, or whatever else folks deem appropriate. If you have a dedicated thread for a long-term project, feel free to link it here as well.

Thread Guidelines:
  • Keep it Inclusive: Sharing things you make can be stressful. Make sure folks of any skill level are welcome to share projects, ask questions, and get helpful feedback.
  • Keep it Constructive: Giving ang getting helpful critique is a beautiful thing. When possible, try to suggest areas for improvement, or ways you might tackle a similar problem.
  • Keep it Respectful: It's a No-Brainer, but try to respect others and their creative or personal differences. Unless they're causing harm or breaking Da Rools, they're still valid.
Of course, standard Forum Rules and Guidelines apply here too. I'll update the OP if more guidelines become necessary. Let's work hard, play hard, learn from each other, and have a good time!

3
Creative Projects / Hey word nerds, let's make a Constructed Language!
« on: March 18, 2016, 02:06:31 pm »
This thread is meant as a semi-public workspace. If folks end up being interested, I'll keep posting progress here. Ideas, critique, or suggestions from interested folks, particularly anyone who knows more about language than I do, are totally welcome!

Here's the Deal:
I'm working on a Constructed Language for use in a larger project, and I'm trying to do it right. The goal is to create a basic language with simple grammar and pronunciation rules, which will have Verbal, Pictographic, and Gestural forms that mirror each other. That is to say, the grammar for the spoken, symbolic, and gestural forms should be consistent, and ideally should resemble each other in every way possible. It's not meant to be a complete language; it's generic by design, and the main focus is on objects and actions, with some focus on simple ideas, emotions, descriptions, and general conversation. Also, it's not really intended for real-world use; mostly, I'd just like for it to sound vaguely familiar to listeners, like any good Creole Language. Also Note: I'm not a trained linguist or anything, so if you are try not to be too terribly offended by my floundering!

I'm using a ConLang called Lidepla as a starting point for the structure and some grammar of the spoken component; I like it because it was designed as a sort of Worldwide Creole Language that uses sounds that overlap most commonly spoken languages in the world, and has really simple grammar with a lot of compound-words (good for pairing it with pictographs/ideographs). Also, since I don't speak most languages in the world, it's a good starting point. Shoulders of Giants, and all that.



Kicking things off with some Basic Spoken Pronouns (WIP, subject to change):


4
Play With Your Buddies / LP Darkest Dungeon: Week 1 - Ruins Expedition
« on: February 05, 2015, 12:58:36 am »


TABLE OF CONTENTS:
Dismas, Letter 1 - Journey to Lacuna Bay
Dismas, Week 1 - Ruins Expedition

ADVENTURERS:
Dismas: L1 Highwayman (Solifuge), XP: 4/8, Stress: 41/100
Reynauld: L1 Crusader (Solifuge), XP: 4/8, Stress: 93/100
Fossard: L1 Plague Doctor (Sirus), XP: 2/8, Stress: 66/100
Mallory: L1 Vestal (EnigmaticHat), XP: 2/8, Stress: 70/100

WAITING LIST:
Occultist (Broken)
Grave Robber (Zangi)
Bounty Hunter (Deathsword)
Birdface: Jester (Birdy51)
Robin: Any (Bluerobin)
Leper (Hawk132)
Crusader (moghopper)

GRAVEYARD:
(Vacancies Available)



Howdy adventure-seekers and would-be-heroes, and welcome to the Darkest Dungeon! I've been looking forward to this game for about a year, and though I'm a bit rusty thought it'd be fun to run a forum Let's Play of it. Note, this is still in Early Access; though I'd say there's a full game worth of content here already, it's still in active development, with more to come.

But what is this "Darkest Dungeon" of which I speak? In a nutshell, it's a cruel Gothic Horror RPG, wherein you condemn plucky adventures to madness and death in an Eldritch wonderland. The game itself blends Roguelike ideas with permadeath squad-management gameplay and turn-based combat, with some clever stress-management mechanics thrown in. What I've seen so far looks great, and it's the first game I've played that I'd honestly call Lovecraftian; the tone and mechanics do justice to the Mythos.

Anyway, that's enough gabbing. Let's get this underway!




5
Play With Your Buddies / STARBOLD - A Modded Starbound Adventure
« on: January 31, 2014, 02:37:10 pm »
Starbound is still in Beta, but there's no reason we can't have fun playing around with some mods! There's a lot of really impressive content and mechanics mods out there that add a lot to the game. Not the least of which are MadTulip's customizable ships and lander modules, and the quite awesome Kobold Mod. In true DF fashion, this will be an Ironman Survival Adventure with Permadeath enforced. Help me and Hanaleegus survive, or it's going to be a mighty short adventure!






z Z z Z z
Z z Z z Z z Z z Z
z Z z Z z Z z Z z

ANNOUNCEMENT: AUTOPILOT NOW ENTERING ALPHA SECTOR SPACE...

...h'wuzza?



...ENVIRONMENTAL CONTROLS SWITCHING TO DAY CYCLE. ENGAGING INTERIOR LIGHTING.



So bright! Is someone there?

ERROR: PLEASE REPEAT YOUR LAST COMMAND.

Are... are you a big thing? Or a hungry thing? If you are, I would taste bad!

ERROR: PLEASE REPEAT YOUR LAST COMMAND.

...and how is it so bright, when the sky still has stars?

QUESTION: DID YOU ASK "HOW BRIGHT ARE THOSE STARS?"

...

ANSWER: THE NEAREST STARS, THE ALPHA MEGREZ MAJORIS SYSTEM, ARE A TRINARY SYSTEM DOMINATED BY A MIDDLE-AGED YELLOW MAIN SEQUENCE STAR. COMBINED, THEY HAVE AN AVERAGE LUMINOUS POWER OF 4.12×1028lm.



Huh?

QUESTION: WOULD YOU LIKE INFORMATION ABOUT NEARBY PLANETS?

What's a planet?

ANSWER: THE PLANETS OF THE ALPHA MEGREZ MAJORIS SYSTEM CONTAIN OXYGENATED ATMOSPHERE, CARBONIC LIFE, AND A WIDE RANGE OF TEMPERATURES AND HABITABLE ZONES. DID YOU HAVE ADDITIONAL QUESTIONS?

Well... hmm. Are you a talking house? And are we flying through the night sky?

ERROR: PLEASE REPEAT YOUR LAST COMMAND.

I'm sorry, talking house. My name's Hanaleegus. You were sitting on Lookout Hill near our camp... I was going there for lookout duty when I found you. It was so cold out, but you were nice and warm. I didn't mean to fall asleep on your floor, but I guess I did. And now we're flying through the sky, and I don't know where we're going!

QUESTION: DID YOU ASK "WHERE ARE WE GOING?"

Oh, yes! Yes I did! Please tell me.



ANSWER: SHUTTLE ENGAGING AUTOMATED RETURN PROTOCOL TO MINIKNOG SCIENCE FACILITY, HAVING COMPLETED SURVEY OF SELECT EPSILON SECTOR WORLDS. WE WILL SOON ARRIVE AND SEEK FURTHER ORDERS FROM THE MINIKNOG.

I don't get it...

QUESTION: DID YOU SAY "I'D LIKE TO GET FIT?"

No, I just want to know how to get back home!

ANSWER: WE ARE ESTABLISHING GEOSYNCHRONOUS ORBIT OVER HOME COORDINATES NOW. PLEASE REMAIN SEATED DURING THE LANDING PROCEDURE.





This doesn't look like home... the trees are all weird and purple-red!

ANNOUNCEMENT: WE HAVE ARRIVED ON THE FORESTED MOON OF ALPHA MEGREZ MAJORIS III. LIFE SUPPORT SYSTEMS DISENGAGED, LOADING DOOR UNLOCKED. PLEASE RETRIEVE EXPEDITION EQUIPMENT FROM THE SHIP LOCKER, AND REPORT TO MINIKNOG BASE.

Retrieve equipment? Oh, you mean take shiny things!



Okay, maybe it is not so bad after all! The flying metal house talked about stars, and then gave me some nice things. Now I can take them back to the camp, and everything will be alright!



Er... but which way do I go to get back to camp? I'm still lost! And hungry! D:




6
Play With Your Buddies / You are a Biodrone (Let's Mod Spore!)
« on: May 25, 2013, 03:35:52 am »


You are a biodrone, an engineered lifeform connected to a Cyberframe. Today is the first day of your life. Happy birthday.

Your creators, the Spode, had always been a peaceful people. Through science, they conquered hunger, disease, and even aging. Not long ago, this world of theirs was full of enlightenment and plenty... but all that was lost when The Invaders came, and reduced everything to ash and rubble.

>> CONDUCTING LEVEL 1 ACTUATOR DIAGNOSTIC. STAND BY.



You don't know how you know all these things. Even your body is a paradox... composed of protocells, and simple enough that it lacks even complex sensory organs, yet self-aware. You know that your DNA contains a genetic library of every creature known to Spode as well. You represent limitless potential, like unsculpted clay for a bioengineer.

>> ACTUATORS FUNCTIONING AT 74%. WARNING. ELEVATED LEVELS OF ATMOSPHERIC SULFUR DIOXIDE HAVE BEEN DETECTED. CONDUCTING SPECTRAL ANALYSIS OF ATMOSPHERIC CONDITIONS.



You also know that the Cyberframe you awoke in has a working Fusion Battery, a Nanohive, an Interplanetary Tesseract, and an Astrometric Navsoft, among other things. If you wanted, you could use it to pinpoint where The Invaders came from, and find a friendly world to go to for help, given enough time.

>> SPECTRAL ANALYSIS COMPLETE: ATMOSPHERIC TOXICITY RISING. TEMPERATURE RISING. TERRASCORE DECREASED TO T1. ESTIMATE 5 HOURS UNTIL PLANETARY ENVIRONMENT BECOMES ABIOTIC

However, time is a luxury you lack. The Invaders appear to be using terraforming equipment to make this world uninhabitable. At least they're thorough. You'll need to get off this world, and quickly. Your Cyberframe suffered some damage in the attack, but it should still have enough power to open a Tesseract to a nearby world.



>> DISPLAYING KNOWN T3 WORLDS WITHIN WARP RANGE. PLEASE NAME YOUR DESTINATION:

7
Other Games / Ludum Dare #26 - Indie Gamemaking Competition
« on: April 30, 2013, 04:21:04 pm »
Ludum Dare #26 - Minimalism
- LD26 Participation Infographic

I spent the last 3 days competing in Ludum Dare #26 on a 3-man team, and it was an intense few days. This year there were some 2,000 other developers and teams to finish games for the 48-Hour Solo and 72-Hour Team competitions; the biggest turnout yet!

For those unfamiliar, Ludum Dare is a wordlwide tri-yearly competition where the participants plan and create a game, and everything that goes into it, in 48 to 72 hours; everything, from the first line of code to the last draft of the background music, is created in just a few days time. Participants are also given a theme (the theme for LD#26 was "Minimalism") which developers have to interpret and incorporate into their game, whether it's in the game's mechanics, the story, the art direction, or so on. Then, the games are released to the public for feedback, and the participants judge games for a month, to crown a "winner" for that Ludum Dare.

If you'd like to play some of the prototypes and/or provide feedback to developers, head on over to the Ludum Dare site (link above). Also, feel free to share links to your favorite or least-favorite games here!

8
Creative Projects / Music you wrote, played, made, sang, etc.
« on: April 13, 2013, 03:28:07 pm »
There are a lot of individual "Listen to this song I made" threads here, but I couldn't find a dedicated "Share Your Music" thread. So let's make one!

This thread is created in the same spirit as The Engraver's Guild; to further your creative and technical skills by creating and sharing music. Feel free to share original songs, covers of songs, instrumental or vocal recordings, and so on. If you're not doing music, feel free to share critiques, links to tools or resources you use, things that inspire you, and so on.


[The rest of the OP is hereby reserved for links, references, guides, inspirations, whatever]

9
Let's Play Morrowind:
Featuring Morrowind Graphics Overhaul 3.0, Tamriel Rebuilt, Living Cities of Vvardenfell, and tons of gameplay tweaks and fixes.



Table of Contents:
#00 - Introduction and Character Creation

Overview:
This is an Interactive Let's Play of The Elder Scrolls III: Morrowind, which means where we go and what choices we make depends on you!

Thanks to the amazing and dedicated mods that have come out for Morrowind over the last 10+ years, I've updated the game for new computers, with better graphics, new lands to explore, more challenging gameplay, and a bunch of fixes to several of the game's core issues. I figure if there's a time to actually beat the game, that time is now!

Spoiler: Mods Used: (click to show/hide)

10
Life Advice / Psychology, thought, and the nature of emotion
« on: March 19, 2013, 02:43:17 am »
I've been reflecting on the nature of my brain (it's the only brain I can really know), as well as emotions, thoughts, and the processes by which I experience them. I'm a bit concerned/self-conscious about the amount of control I have over my emotional state, and I was wondering if other people experience the same things I do. I'm a bit tired, and I'm also writing this as academically as possible, so please pardon if it sounds really cold or strange. It's a difficult process to describe in a comprehensive way, in case this isn't something that other people experience. Hope it makes sense, and here goes:

Say something "sad" happens to me... I lose at a game, burn a tray of muffins I was making, whatever. I find a part of my brain recognizing the scenario as a "sad" one, and deciding how sad I should feel about it, if at all. I've trained myself to put the knowledge that I'm making this decision out of my head, due to the whole self-conscious thing, but I still notice it when it happens.

Since it's a topic that's been on my mind lately, let's say I just learned that a person I care about has died. This is a bad and unfortunate thing, and one I wish hadn't happened. I understand that grief and sadness are the response that should accompany the event, yet I'm still consciously deciding whether or not I want to express and experience "sadness". I generally prefer to; grieving is the natural/healthy/good/normal/right reaction to have, and to not adopt a state of sadness might convey the wrong message to others, or seem disrespectful to a person I cared about (even though, as far as I can tell, the one who died wouldn't really care if felt sad about them or not). I might do this same exercise later on, consciously willing myself into a state of sadness, as a form of meditation or reflection on that person's memory, because... they deserve to have those sad feelings thought about them? I guess? It's hard to say why, really. It just seems to be the thing to do, sometimes.

There are other occasions when I recognize a situation that should evoke an emotion (joy, anger, sadness), but maybe I don't feel the emotion is necessary, or that it would impair my ability to do things, etc. In such cases, I might choose not to experience the emotion. Sticking with the death scenario, I might recognize that sadness would be appropriate, but perhaps I don't think the situation or the people it affects would benefit from my sadness- say, someone else has been affected by it, and I feel that I can make their situation better if I decide to be cheerful, comforting, or so on. Despite still wishing the situation hadn't happened, I might choose to not express the sadness I "should" express.

As far as I can tell, I do experience the same sorts of emotions that other people experience... but sometimes I feel like a bad person for being able (having to?) make that choice. Like my emotions become cheaper or less authentic than those other people experience.

Do or have you experienced something like this before? To your knowledge, is this indicative of abnormal psychology? I'm mostly approaching this from an academic curiosity perspective, but the small and irrational part of me that's self conscious about this is worried that it's unhealthy.

11
<OP Under Renovations. Pardon Our Dust!>



This is a collaborative Illustrated Adventure Game! Post suggestions for the characters in Bold Letters. If you want to do something difficult or risky, we roll dice to decide the outcome. Characters have Inventories, Skills, Trait Abilities, Health, and Willpower listed in their Character Sheets, which are explained below. You can scroll over the Items and Traits on the Character Sheets for Alt Text descriptions as well.

NOTE: If you're a Newbie, feel free to hop in at the most recent updates. Should catch you up well enough.
(Unless you -really- want to Archive Binge. That's okay too.)

Episode 0: Dog Days (Maja's Quest)
01|02|03|04|05|06|07|08|09|10|11|12|13|14|15|16|17|18|19|20|21|22|23|24|25|26|27|28|29

Episode 1: The Closet Case (Melody's Quest)
30|31|32|33|34|35|??|36|37|38|39


Da Rules

Spoiler: Dice and Skill Tests: (click to show/hide)
Spoiler: Attributes and Skills: (click to show/hide)
Spoiler: Health and Injuries: (click to show/hide)





You are Maja Honn. You find yourself in a charmingly rustic but unfamiliar house. Your keen nose detects the smell of roasted fish and bread in the air, not quite masking the smell of wood smoke, the sea, and humans.

What do you do?
>

Spoiler: Party Roster: (click to show/hide)

12
Let's Play Final Fantasy Tactics 1.3 + Complete:
An Ironman run through the "FFT 1.3 'Easymode' + FFT Complete" RomHacks
Romhack courtesy of FFHacktics.com

===>



Gameplay Mechanics:
Spoiler: Stat Info (click to show/hide)
Spoiler: Weapon types: (click to show/hide)

Like many of the RPGs of yesteryear, I never had the opportunity to play FFT until fairly recently. Turns out I like it enough that I wanted to do a Let's Play! To keep things interesting for those of you who haven't lived under a Playstation-less rock, I'm going to be using some romhacks to shake things up a bit, and also let you design the characters on my team.

The aforementioned romhack rebalances the game's Jobs so that all of them are viable, cuts a number of cheesy player exploits, retranslates the script into something both intelligible and period-appropriate, retools the AI and enemies to increase the challenge, and all sorts of other good stuff. Also, contrary to what the "Easymode" in the title suggests, the game is a lot tougher than Vanilla FFT. The original FFT 1.3 Romhack had an ungodly difficulty level that didn't resemble a curve so much as a stark wall with "TPK" written all over it, and this is easy relative to that. For added challenge/masochism, this is also going to be an Ironman Run, with all the wonderful permanent character death and no loading old saves a gamer could inflict on themselves. I understand there are a few battles in FFT that can result in an unavoidable loss through the luck of the dice. I'll be reloading the last save in the case of a Game Over, but short of that will roll with whatever the Random Number Gods grant me.

Anyway, before I start rambling any more, let's get this show on the road!


Squire:
Requirements: None
Spoiler: Job Information (click to show/hide)

Chemist:
Requirements: None
Spoiler: Job Information (click to show/hide)

Knight:
Requirements: Squire Lv.3
Spoiler: Job Information (click to show/hide)

Archer:
Requirements: Squire Lv.3
Spoiler: Job Information (click to show/hide)

Wizard:
Requirements: Chemist Lv.3
Spoiler: Job Information (click to show/hide)

Priest:
Requirements: Chemist Lv.3
Spoiler: Job Information (click to show/hide)

Spoiler: MONSTERDEX (click to show/hide)

13
General Discussion / The Open Concept Dump
« on: March 15, 2012, 03:42:28 pm »
The Open Concept Dump:

If you're anything like me, ideas for story plots, games, functional objects, characters, fictional settings, and other things are constantly rolling around in your head; so many, in fact, that a lot of them end up gathering dust. We only have so much time to spend making things, and it's hard to know what ideas will appeal to people, both of which can make it hard to get motivated to work on them!

This thread is an open forum for sharing and discussing concepts for all sorts of creative projects and things. Maybe you brainstormed something up, and would like to fish for some feedback on it before you commit more time to it. Maybe you had an idea you later abandoned, but think someone else might find it inspiring. Maybe you just like designing and planning things, but don't know how best to execute them, or even what to do with them! If so, consider using this thread as a sounding board for your ideas, and perhaps people can help make them happen.

Concepts can come in many forms, from text blurbs and short stories, to diagrams and pieces of concept art. Feel free to share any of the above, and more besides. Also, remember that this is the Internet; if you plan on marketing an idea, consider that before you post too much about it here. On the same note, respect the intellectual property of others; feel free to use the ideas here to inspire your own creative endeavors, but don't claim the work of others as your own, or it undermines the spirit of the thing.


Rules and Guidelines:
  • Respect the Forum Rules and Guidelines.
  • This thread is intended to inspire and encourage discussion and collaboration.
  • If your idea is one you'd like to market some day, consider that before posting.
  • This isn't a Talent Recruitment thread for existing projects; consider starting your own thread.
  • If discussion of an idea takes off, consider linking a new discussion thread to reduce clutter.
  • Keep Dwarf Fortress ideas and suggestions in the proper area.
  • Use common sense, keep discussion civil and friendly, and don't be a dick!
** These rules are subject to change over time.

14
Play With Your Buddies / Let's Play Master of Mana (Civ4/FFH2)
« on: February 02, 2012, 04:11:15 pm »
[♫] Let's Play Master of Mana:
A total conversion mod based on Sid Meier's Civilization IV, and Derek Paxton's Fall From Heaven 2



Genre: Turn-Based Strategy/Empire-Builder
Platform: PC
Released: 2007
Developer: Firaxis Games
Mod Information: http://www.masterofmana.com/
Mod Version: Patch 1.41 (2012)
CONTINUED FROM THIS THREAD

Updates:
Part 0: Election Day (2/2/2012)


Master of Mana is set in the high fantasy world of Erebus, a failed prototype of creation torn apart by the wars of mortals and gods. Abandoned by an ashamed overgod and cut off from Heaven, prophecy foretells that Erebus will fall into oblivion, unless its people can find a way to save it. Some tribes of Erebus hope to unify the world through diplomacy or military conquest, while others delve into ancient magics or turn to the gods and demons of Erebus for their salvation. Only time will tell if any can succeed.

Gameplay Concepts:
Spoiler: Cities and Growth (click to show/hide)
Spoiler: Units and Experience (click to show/hide)

Known Civilizations:
The Grigori
Spoiler: We Godless Heroes (click to show/hide)

Must discover other civilizations!

15
[~♫] Let's Play Fall From Heaven 2
An epic fantasy Total-Conversion Mod, for Sid Meiers Civilization IV

Featuring the "Rise from Erebus" content mod!


Click the [~♫] button for musical cues!

Table of Contents
Chapter 1: End of Winter
Chapter 2: Exploration
Mini-Update 1: The Grigori stance on Gods and Religion
Chapter 3: Angels and Demons
Chapter 4: Of Elves and Dwarves
Chapter 5: Who're you gonna call?

CONTINUED IN THIS THREAD

Icon Key:
- Unit Level
- Movement Speed
- Combat Strength
- Indirect Fire Strength


Fall From Heaven 2 is an extensive Civilization IV Mod, set in a High Fantasy setting. The world of Erebus was a failed prototype of creation, its people trapped within it alongside a pantheon of discarded gods, all abandoned by an overgod named "The One". Severed from the heavens, the world was doomed to destruction... but luckily for all involved, this wouldn't happen for a long time!

A long time later, though, the god Mulcarn tried to halt the prophecy by putting the world in stasis, freezing it in endless Ice Age. He was defeated, however, and for the sake of Erebus the gods signed a compact to never again get directly involved in the world. What few civilizations survived the Ice Age are now attempting to rebuild and recover what was lost. Meanwhile, the absence of divine involvement, and the prophesied Fall From Heaven hints that the real Apocalypse may be yet to come...

The first step in embarking on this journey is choosing which Civilization we want to play. Each one is a small tribe of humans, elves, dwarves, orcs, or other folk that survived the Ice Age. Each civilization retains different knowledge from the world before the Ice Age, and have drastically different playstyles.


Which Tribe will we play?

Spoiler: The Clan of Embers: (click to show/hide)
An orc tribe who worship the fire goddess Bhall. They start at peace with Barbarian nations, and can convert them to their cause.

Spoiler: The Illians: (click to show/hide)
A human tribe led by a prophet of the dead god Mulcarn. Using powerful priests and rituals, they seek to make their prophet the new God of Winter.

Spoiler: The Amurites: (click to show/hide)
A tribe of humans with a strong magical background. They are the heirs of the mage who defeated Mulcarn, and seek knowledge and raw power.

Spoiler: The Grigori: (click to show/hide)
A tribe of humans who refuse to worship or fight for the gods of Erebus. They attract refugees and heroes, and incorporate other civs into their own.

Spoiler: The Luchurip: (click to show/hide)
A dwarf tribe, with a heritage of artificers and enchanters. They know the secrets of Golem making, and employ this in both industry and warfare.

Spoiler: The Svartalfar: (click to show/hide)
A ruthless tribe of elves who build hidden cities in the forests, command powers of illusion and shadow, and specialize in espionage and assassination.

Spoiler: The Bannor: (click to show/hide)
A tribe of religious warriors, sworn to a vengeful Angel. They have a strongly militarized heritage, and are bound to oppose the forces of the hells.

Spoiler: The Sheaim: (click to show/hide)
A tribe of human occultists, who seek to bring about the end of days. They command summoning magic, and bind monsters and demons to their will.

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