The World of Cycles

What you see is...

  • Boring

    Votes: 1 20.0%
  • Damp

    Votes: 1 20.0%
  • Sunny

    Votes: 4 80.0%
  • Lumpy

    Votes: 1 20.0%
  • Planty

    Votes: 3 60.0%
  • Wet

    Votes: 0 0.0%

  • Total voters
    5
  • Poll closed .
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Foreword: Okay, I've been thinking of doing this for a while, and I finally sat down and...
Location
Queensland, Australia
Foreword: Okay, I've been thinking of doing this for a while, and I finally sat down and decided to finish creating the basic plan and write it up. As such, here's my 2nd attempt at a Quest. I'll be updating weekly at most (hopefully)

Ouroboros, the World of Cycles

The World of Ouroboros has many myths, legends and tales, that, despite the lack of civilisations to create and tell them, none-the-less persist.
A few of the tales appear to have been the genesis for others, but there is a structure to all the tales that the wise, the learned and the perceptive can see.
It tells a story of a world that has gone through endless cycles, and will continue to go through those cycles.
But more importantly, it gives a hint at the patterns the cycles fall into.

The Age of Myth
The world has emerged from the end of the last cycle, and the energies that restored and feed the world have yet to fade. Great disasters, and great triumphs are possible. And yet, civilisation itself has yet to emerge from the darkness. However, not all is dark, for glimmers of the last cycle are still present, and with care, they may show the way towards the dawn of civilisation.

The Age of Cities
The energies of the world still flow strong, and with the rise of the first true cities, civilisations start to tap into them on more than the individual basis. How this age develops will influence how civilisation grows for the rest of this cycle, and, if the cycle is strong enough, potentially many more to come.

The Age of Wars
Civilisation has arisen, and spread across the world's surface. However, to go with the spread of cities, also spreads reasons and methods of conflict. No one will know which city will be the first to strike a blow, only that great conflicts will spread across the entire world. Yet by the end of this Age, the first Empires will have arisen, with the victors taking from the scraps of the defeated.

The Age of Empires
With the end of the great wars, comes the birth of the first Empires. Wonders will be crafted, great progress made. Yet, the world is not as pristine as it was before, for the wounds of the Great Wars have been driven deep, into the peoples, and into the world. Greatness will be needed, for things are not as easy as in previous Ages, and threats have emerged that seek out the peoples of the world, rather than trample those in their way like those that came before.

The Age of Ruin
Empires have fallen before, but with this Age, so does the death of many, if not all of the remaining Empires. No one will know just what triggered it, but many believe a collapsing Empire reached too far, or a threat was let grow too strong. Either way, greater civilisation has come under attack, and the world itself seems to suffer. If the peoples of the world aren't careful, misery and misfortune will claim all.

The Age of Reclamation
The Great Empires of history have fallen, well maybe not all of them, but even those that survived are much diminished over their height. Even the world is greatly diminished, with magical energies being much sparser than ever before, with those born with the gift rarer, and all but those greatest of legends weaker than their predecessors. But the people of the world are more vibrant than ever, more willing to undertake risks, to reclaim the knowledge and skills of their ancestors. For the torch of progress has been grasped, and they will see civilisation rise like never before.

The Age of Calamity
The World is awakening, healing the wounds suffered and changing the world around them. Peaks rise where seas were, mountains collapse and form oceans. Verdant farmland becomes impenetrable jungle and jungle becomes unnavigable swamp. Magic has returned, and it is stronger than ever. But this is not always a good thing, for with it's increased strength, so do the dangers. Divine armies descend to clash with Demonic foes that have emerged from below. Greater spirits awaken, and the ways between planes are thinner than ever. And behind it all, seers, prophets, madmen and more all whisper of a darkness having returned.

The Age of Nightmares

No one knows when it first started, but all of a sudden the world changed. No longer were there hopes that the calamities would end and civilisation be reborn, Apocalyptic armies ending their fights and peace be restored. For something had gone deeply wrong. The ways between planes have stretched too thin, and things from beyond reality have slipped through. And the armies of the apocalypse have only grown fiercer in their fights, leaving fewer and fewer survivors on either side. No longer is sleep a respite from the evils and dangers of the world, for beings stalk the dreams of the world, searching, searching, always searching, for the one who would let them in, in a moment of weakness, and let them open a way into the world for their greater kin to emerge.

But you and your people don't know of this yet, for you have just been driven from your old lands, whether through conflict, disease, disaster, famine, or merely a tribe grown to large to support itself, and having split in two. Agriculture is only a whisper in the minds of the brightest, your people subsiding on what your hunters can kill, and your gatherers harvest. But this is none-the-less your story, for greatness lies ahead for your people... or a quiet death... Much depends on your actions, and only you can decide the path that lies ahead.​
 
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Civilisation Generation Part 1
Having talked about you and your tribe, and how the world is new... we've found a little problem... Well... It's kind of a big problem to be honest... Err... Just who are you? And where did you come from?

You and your people are the tribe of...
[ Tribe Name ]

And by the time your people had reached their new lands, just how many races were in the tribe?
[ ] One. You had not run into any other tribes as you travelled to your new lands
[ ] Two. Your tribe merged with one of your neighbours as you both fled the lands of your ancestors, in the hopes both your peoples would thrive in the new lands.
[ ] Three. Your tribe and one of your neighbours travelled to the same lands after fleeing the lands of your ancestors, where you both merged with a tribe already existing there.


Your people have lived in the lands of your ancestors for generations... But what were they like?
Humidity
(Choose 1)
[ ] Wet. There were only two seasons. The Season of the Rains, where storms blew in that lasted for weeks and flash floods were a concern, and the Season of the Sun, were rain showers were prayed for, to relieve the heat of the sun beating down.
[ ] Nothing Special. You had four season to the year. Spring where everything was reborn. Summer where everything grew strong. Autumn, where everything braced for the trials to come. And Winter, were the tribe had to hope they'd prepared well enough. Rain came through out the year, with storms lasting longer than a day or two being stories to tell the children.
[ ] Dry. Rain was a rare sight where you used to live, with a rain shower being reason to hold a celebration in the tribe. That said, the land, the plants and the animals had adapted to the conditions and so had your people, so there were no real concerns.

Temperature
(Choose 1)
[ ] Hot. If it hadn't been for the Mountain near to where your tribe lived, you wouldn't have known that the water in the sky could become a solid. And the tales of the Frozen Land, when rain fell from the skies as snow even in your lands, are still told, many generations later.
[ ] Nothing Special. Summer can get reasonable hot some years, and Winter can get cold enough for snow rarely, but that doesn't mean it's not unusual for summer to be hot enough to need to no clothes, or Winter cold enough to bundle up in the tribe's tents.
[ ] Cold. Summer is short, and Winter is long. But your people are used to those conditions, and except during the occasional bad year, have no issues.

The Lands of your Ancestors were...
(Choose 1)
[ ] Jungle
[ ] Forest
[ ] Swamp
[ ] Plains
[ ] Grasslands
[ ] Hills
[ ] Mountains
[ ] Tundra
[ ] Desert
[ ] the Coast
[ ] Islands far from Shore
[ ] Shallow Caves and Caverns
[ ] The Underdark


The Lands the Tribe is in are...
(Choose 1)
[ ] Jungle
[ ] Forest
[ ] Swamp
[ ] Plains
[ ] Grasslands
[ ] Hills
[ ] Mountains
[ ] Tundra
[ ] Desert
[ ] the Coast
[ ] Islands far from Shore
[ ] Shallow Caves and Caverns
[ ] The Underdark

Note:
The Choice of Races will have a significant effect on gameplay, and whilst you will be able to gain races later on, outside extreme circumstances, they will not greatly affect the core of your civilisation.
Note: The Choice of Humidity and Temperature affects how hazardous the terrain is, how easy resources are to gather, and how dangerous the weather.
Note: The Choice of Lands affects the technologies your tribe start with. You may pick the same terrain for both your Lands choices, it just means you will not have diversified starting knowledge. On one hand, easier to live in those lands. On the other, dangers may be more problematic, and opportunities lost.
 
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Civilisation Details, Regional Details and Completed Research
Civilisation Details

The Torem
Primary Races: Spirits, Constructs
Minor Races: None
Current Population: 3
Civilisation Development: Semi-Nomadic Tribal
Civilisation Stage: 0

Active Racial Traits:
The Land's Guardians

-Very Strong Elite Troops. Increased magical strength, and all Spirits have inherent magical ability. Population growth affected by environmental conditions for good or ill. No War Weariness in Defensive Wars.
A Forgotten Legacy
-Abundance, and Diversity of resources grants an increasing positive modifier to the Civilisation, including increased population growth. Lack of resources imposes a penalty to the same.

Population Traits:
Traditionalists
(Population is more resistant to foreign Religions and Cultures. Failures of Cultural Actions have slightly reduced Impact, including Critical Failures.)
Eminent Sages (Research Breakthroughs and Rare Insights reduce Research Point costs even more. Failures of Piety Actions have slightly reduced Impact, including Critical Failures)
Hardy (Population suffers reduced effects from disasters. Failures of Martial Actions have slightly reduced Impact, including Critical Failures)

Civilisation Traits:
A New Home for a New People

-Many functions are disabled until you have settled the region. Actions may be taken to progressively unlock them. Trait removed after sufficient Progress. Some functions are merely hidden, not disabled.

Capitol Region Details
Regional Traits:
???? (Exploration Required)


Researched Technologies and Developments
Completed Research:
Primitive Boatbuilding {Oceanic} {Construction} {Transportation}
Primitive Sailing {Oceanic} {Transportation}
Open Water Fishing {Oceanic} {Resource}
Primitive Barter {Economy} {Trade}
 
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Military, Economic, Internal, Religious and Magical Details
Military Details
Units Types:
Hunters
- 0 Stars, 0/100XP
- 2 Strength (Primitive Flint Spears, Primitive Traps)
-Beast Slayer (+300% Strength against {Beasts}, +100% against {Monstrous}
-Quiet (Harder for enemies to detect)
-Hunters (Can Track, Can Ambush, Can Scout, Can Explore)

Military Composition:

6 Hunters

Economic Details
Food Supply: 3
Population Growth: +5%, Unstable

Internal Details
Civilisation Internal Tension: ???
Internal Factions: ???
Faction Tensions: ???


Religious Details
Pantheon: Empty

Magical Details
Known Magical Schools: None
Known Major Magical Rituals:
Forgeborn Creation (May Increase Construct Population)
Wildborn Birth (May Increase Spirit Population)
Active Magical Rituals: None
 
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[X] Janii
[X] One.
You had not run into any other tribes as you travelled to your new lands
[X] Nothing Special. You had four season to the year. Spring where everything was reborn. Summer where everything grew strong. Autumn, where everything braced for the trials to come. And Winter, were the tribe had to hope they'd prepared well enough. Rain came through out the year, with storms lasting longer than a day or two being stories to tell the children.
[X] Cold. Summer is short, and Winter is long. But your people are used to those conditions, and except during the occasional bad year, have no issues.
[X] Hills
[X] the Coast

Can we play as an immortal?
 
[X] Xionu
[X] One.
You had not run into any other tribes as you travelled to your new lands
[X] Nothing Special. You had four season to the year. Spring where everything was reborn. Summer where everything grew strong. Autumn, where everything braced for the trials to come. And Winter, were the tribe had to hope they'd prepared well enough. Rain came through out the year, with storms lasting longer than a day or two being stories to tell the children.
[X] Nothing Special. Summer can get reasonable hot some years, and Winter can get cold enough for snow rarely, but that doesn't mean it's not unusual for summer to be hot enough to need to no clothes, or Winter cold enough to bundle up in the tribe's tents.
[X] Plains
[X] Grasslands


Not!Mongols here we come!
 
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No, you'll always just be the unnamed leader of your tribe/city/empire/nation... That said, you can pick one of the longer lived races to play as, which means you may just have the same leader for a long time.

Oh, and forgot to mention (I'll edit it in soon). Which race you pick, and how many will have considerable effect on gameplay. Picking one means you will have greater ability to exploit your strengths, whilst picking three means you won't really need to worry about your weaknesses... Conversely, one race will mean you have to be careful of your weakness, and three races means your strengths won't be as prominent.

Either is equally valid. Also, just because you picked one race to start with, doesn't mean you can't gain more. Just means that they won't have a significant effect on your civilisation, outside extreme circumstances.

And just because I found the idea entertaining, as an example, one of the perfectly valid choices for the next part of Civilisation Generation is choosing both Demons and Angels as two of the races you can have in your tribe co-existing. Now, the Angels and Demons aren't as powerful as those in the Apocalyptic Armies of the previous cycle, they're the children, of the children, of those beings either left in the world as their parents returned to their home planes, or born after they were stranded in this plane.

That said, no pressure. Just thought you guys might want to think more carefully about your choices...

Also, @Hannz You might want to vote for either Humidity or Temperature, you've only got one vote there.

Also, Not!Mongols are perfectly valid, and if that doesn't win, you may just see them as an NPC civilisation anyway... same with Not!Polynesians, Not!Aztecs, Not!Japanese and more...

And yes, I have taken some inspiration from D&D for this... just... err... not much because the extent of my knowledge is wiki-diving and fan fiction... so don't try and do anything meta, it'll will almost certainly backfire...
 
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I'll probably close if we get 10 votes, or in 5 or so days... whichever's sooner.

And sorry @Shard Seeing as my first thought upon seeing that is 'Who the hell are they?' No... That said, it's only very loosely based on D&D... Think that sort of world, but not anywhere near as developed as that. I'll throw up the Major Races, which will be what you guys can choose as your civilisation, unless you can make a very convincing write-in (By which I mean, tell me who the hell those guys are, and what they do, think, etc...)
 
Worldbuilding 101: The Major Races
Major Races
Whilst the world of Ouroboros has a great many races on or in it's surface, only a handful are worth of being called 'Major Races' at this time. It is believed cycles ago all races were more or less equal, but over time it seems like some have suffered more than others, and it's entirely possible some races are now entirely extinct, or only exist on planes that no longer, or very rarely, have contact with the 'nexus' plane of Ouroboros. They are as follows:

Humanity:
-Racial Trait: Adaptable
--Reduces difficulty of colonisation actions. Allows the easier identification of unknown resources and new uses of existing resources. Researching new Magical Schools easier. Troop quality more inconsistent and dependent on resources and technology. Internal Tension has slightly increased instability.

Dwarves:
-Racial Trait: Stonekin
--Troop Quality higher. Underground actions more successful. Allows easier identification of mineral resources, and use of those resources. May increase cost and time of upgrading units and technologies.

Elves:
-Racial Trait: Living Ancients
--More frequent legendary and artefact items. Improved quality leaders. Increased Elite Troop numbers. Slower to adapt to changing circumstances or discoveries, and suffer a slightly reduced population growth rate

Drow:
-Racial Trait: Racial Superiority
--Easier taming of all types of Creatures and ability to manage slave populations. Civil Wars, assassinations and similar events easier to trigger and potentially more damaging though other sources of Internal Tension are less likely. Slave revolts are less frequent and less dangerous.

Orcs:
-Racial Trait: For the Horde
--All troops are stronger. War Weariness is heavily reduced. The effects of war and leadership quality have a greater effect on internal tensions and troop quality, for good or ill.

Dhampir:
-Racial Trait: Blood of Rulers
--Increased power with Shadow, Blood, Death and Necromantic Magic. All Dhampir have the ability to gain those magics to some degree. Increased vulnerability to other magics. Reduced Internal Tensions.

Draconian:
-Racial Trait: Draconic Heritage
--Increased resistant to fire, toxins, cold, and blades. Magical strength increased. Very Strong Elite troops though fewer in number. Internal Tension may increase due to shortages of resources.

Beastmen:
-Racial Trait: Inner Animal
--Increased exploration results. Elite troops stronger and of increased quantity. Increased Natural Resource harvest rate. Basic troops are of lower quality.

Naga:
-Racial Trait: Born of Snakes
--Amphibious, unlocks underwater actions. Resistant to most disease, toxins and poisons. Will have difficulty in colder regions without preparation.

Angelic:
-Racial Trait: Gift of the Divine
--Easier access to Holy Magic and Divine Miracles are cheaper and more powerful. Increased Divine Power generation. Increased difficulty with certain Schools of magic and Divine Curses.

Demonic:
-Racial Trait: The Defiled
--Easier access to Unholy Magic and Divine Curses are cheaper and more powerful. Increased Divine Power generation. Increased difficulty and vulnerability to certain Schools of Magic.

Spirits:
-Racial Trait: The Land's Guardians
--Very Strong Elite Troops. Increased magical strength, and all Spirits have inherent magical ability. Population growth affected by environmental conditions for good or ill. No War Weariness in Defensive Wars.

Constructs:
-Racial Trait: A Forgotten Legacy
--Abundance, and Diversity of resources grants an increasing positive modifier to the Civilisation, including increased population growth. Lack of resources imposes a penalty to the same.
 
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[X] Torem
[X] Two.
Your tribe merged with one of your neighbours as you both fled the lands of your ancestors, in the hopes both your peoples would thrive in the new lands.
[X] Nothing Special.
You had four season to the year. Spring where everything was reborn. Summer where everything grew strong. Autumn, where everything braced for the trials to come. And Winter, were the tribe had to hope they'd prepared well enough. Rain came through out the year, with storms lasting longer than a day or two being stories to tell the children.
[X] Hot.
If it hadn't been for the Mountain near to where your tribe lived, you wouldn't have known that the water in the sky could become a solid. And the tales of the Frozen Land, when rain fell from the skies as snow even in your lands, are still told, many generations later.
[X] Islands far from Shore
[X] the Coast
 
A minor race that might be added?

Chimera
Made by mad nazi wizards in a quest for perfection cycles ago.

Pro:
Good Physical/Mental Abilities (Well, they succeeded. Kinda.)

Con:
Poor resistance to magic (Gotta be magically alterable for magic experiments)
Ugly, unnerves people and animal alike (They look like humanoid monsters)
Insanity-Prone (All those experiments on the mind.. not so good for long term mental stability)
Mutation-Prone (Mutagens in the blood? Tell me about it.)
And sorry @Shard Seeing as my first thought upon seeing that is 'Who the hell are they?' No... That said, it's only very loosely based on D&D... Think that sort of world, but not anywhere near as developed as that. I'll throw up the Major Races, which will be what you guys can choose as your civilisation, unless you can make a very convincing write-in (By which I mean, tell me who the hell those guys are, and what they do, think, etc...)
Elan - Pathfinder_OGC

Basically psionic creatures made from other races. Voluntary vampirism minus the bloodsucking, if you would.
 
[X] Hazim
[X] Two. Your tribe merged with one of your neighbours as you both fled the lands of your ancestors, in the hopes both your peoples would thrive in the new lands.
[X] Wet. There were only two seasons. The Season of the Rains, where storms blew in that lasted for weeks and flash floods were a concern, and the Season of the Sun, were rain showers were prayed for, to relieve the heat of the sun beating down.
[X] Cold. Summer is short, and Winter is long. But your people are used to those conditions, and except during the occasional bad year, have no issues.
[X] Ancestors - Shallow Caves and Caverns
[X] Tribe - Hills
 
[X] Tireen
[X] Three. Your tribe and one of your neighbours travelled to the same lands after fleeing the lands of your ancestors, where you both merged with a tribe already existing there.

[X] Nothing Special.
You had four season to the year. Spring where everything was reborn. Summer where everything grew strong. Autumn, where everything braced for the trials to come. And Winter, were the tribe had to hope they'd prepared well enough. Rain came through out the year, with storms lasting longer than a day or two being stories to tell the children.
[X] Nothing Special. Summer can get reasonable hot some years, and Winter can get cold enough for snow rarely, but that doesn't mean it's not unusual for summer to be hot enough to need to no clothes, or Winter cold enough to bundle up in the tribe's tents.
[X] The Underdark
[X] Grasslands
 
[X] Torem
[X] Two.
Your tribe merged with one of your neighbours as you both fled the lands of your ancestors, in the hopes both your peoples would thrive in the new lands.
[X] Nothing Special.
You had four season to the year. Spring where everything was reborn. Summer where everything grew strong. Autumn, where everything braced for the trials to come. And Winter, were the tribe had to hope they'd prepared well enough. Rain came through out the year, with storms lasting longer than a day or two being stories to tell the children.
[X] Hot.
If it hadn't been for the Mountain near to where your tribe lived, you wouldn't have known that the water in the sky could become a solid. And the tales of the Frozen Land, when rain fell from the skies as snow even in your lands, are still told, many generations later.
[X] Islands far from Shore
[X] the Coast
 
A minor race that might be added?

Chimera
Made by mad nazi wizards in a quest for perfection cycles ago.
...

...
Elan - Pathfinder_OGC

Basically psionic creatures made from other races. Voluntary vampirism minus the bloodsucking, if you would.

Sorry Shard, but the Chimaera are more likely to appear as a minor race, or a threat trying to destroy civilisation... A bit of a spoiler here, but look out for that sort of race (Probably called Chimeric, to differentiate from the actual Chimaeras) during the Age of Empires and late Age of War. That's also the slot I've got for when true undead will most likely appear.

Also, the Elan don't quite fit with the ideas I'm trying to include for the Major Races. One of the biggest is that they are capable of reproduction without outsiders. Whether the normal way, or with the Constructs, by forging new ones out of resources... well, most of the Constructs. Probably going to be a few flesh based ones that are able to reproduce, but they're a minority compared to the rock, wood, crystal and metal based ones.

That said, you bringing up the Chimaera did remind me of a staple race I forgot about... So, Beastmen are now included. Will most likely be similar to Humanity, with less culture and more martial abilities. TO represent the fact they are rather similar, if with stronger instincts and more 'in touch' with their 'innerouter animal' :p

Okay, as I haven't decided whether this is going to be vote by plan or not yet, still going to need a few more votes most likely... Unless you guys want to have a discussion about why and how you decided on your votes? That said, Plan Torem appears to be leading, by virtue of having a second vote :p


I think I'll start releasing more information about the choices soon, perhaps even later today if more votes aren't made, so you guys can get a more informed choice. Was probably going to do it after closing the votes anyway, if only so I remembered it for after this Cycle either made it through the Age of Nightmares, or met a Bad End.
 
[X] Torem
[X] Two.
Your tribe merged with one of your neighbours as you both fled the lands of your ancestors, in the hopes both your peoples would thrive in the new lands.
[X] Nothing Special.
You had four season to the year. Spring where everything was reborn. Summer where everything grew strong. Autumn, where everything braced for the trials to come. And Winter, were the tribe had to hope they'd prepared well enough. Rain came through out the year, with storms lasting longer than a day or two being stories to tell the children.
[X] Hot.
If it hadn't been for the Mountain near to where your tribe lived, you wouldn't have known that the water in the sky couldbecome a solid. And the tales of the Frozen Land, when rain fell from the skies as snow even in your lands, are still told, many generations later.
[X] Islands far from Shore
[X] the Coast
 
Looks like Torem will be winning. I'll lock the vote and start working on Civilisation Creation Part 2 tomorrow, when I wake up. Picking your race, and choosing traits.

I'm not entirely certain the Racial Traits will work, but I've done my best. Sometimes it's just hard getting words down on paper/ones and zeroes... :p If it becomes too much of a concern, I may just end up throwing most of it out later on... Just hand-wave it as the civilisation getting too crowded for the special traits of any one race to shine XD

Won't affect what you can do that much if it happens, just means some modifiers are removed or altered.

The game will be run using action slots. 6 categories. Martial, Cultural (includes diplomatic actions), Economic (trade and other stuff as well), Intrigue, Learning (mostly magic and research) and Piety (religion and the other major source of magic).
 
[X] Tireen
[X] Three. Your tribe and one of your neighbours travelled to the same lands after fleeing the lands of your ancestors, where you both merged with a tribe already existing there.

[X] Nothing Special.
You had four season to the year. Spring where everything was reborn. Summer where everything grew strong. Autumn, where everything braced for the trials to come. And Winter, were the tribe had to hope they'd prepared well enough. Rain came through out the year, with storms lasting longer than a day or two being stories to tell the children.
[X] Nothing Special. Summer can get reasonable hot some years, and Winter can get cold enough for snow rarely, but that doesn't mean it's not unusual for summer to be hot enough to need to no clothes, or Winter cold enough to bundle up in the tribe's tents.
[X] The Underdark
[X] Grasslands


Am I too late to vote? I don't think so, but and is confusing.
 
No Marlin, you weren't too late to vote, but seeing as I was going to close the vote when I got on this morning, Torem has won the vote.

Winning Vote, at 3 votes, and 1 more than Tireen.

[X] Torem
[X] Two.
Your tribe merged with one of your neighbours as you both fled the lands of your ancestors, in the hopes both your peoples would thrive in the new lands.
[X] Nothing Special.
You had four season to the year. Spring where everything was reborn. Summer where everything grew strong. Autumn, where everything braced for the trials to come. And Winter, were the tribe had to hope they'd prepared well enough. Rain came through out the year, with storms lasting longer than a day or two being stories to tell the children.
[X] Hot.
If it hadn't been for the Mountain near to where your tribe lived, you wouldn't have known that the water in the sky could become a solid. And the tales of the Frozen Land, when rain fell from the skies as snow even in your lands, are still told, many generations later.
[X] Islands far from Shore
[X] the Coast


I'll start working on Part 2. Should be up by the end of the day.
 
Okay, so it's not going to go up yet...

Had to figure out the Population and Regional traits again, as I can't remember the up-to-date list, and the most recent one I can find is before I rewrote part of the system. So far, it's promising, but it's not finished.

Sorry guys.
 
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