Hidden 10 yrs ago 10 yrs ago Post by Chenzor
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Note: Custom races now requires approval in the OOC before posting!


All of you are different. Some of you may be the same race but your people are different. You have endured different things. You have lived in different lands. No matter where you came from, you are seeking a new life for your people. Whoever your leader is, your people follow with loyalty.
Wether you were driven out of your home, or simply seek new lands to call your own, you have all come here without knowing of the others' pressence. You must survive.

You are...

A) Humans
- Basicly average in everything.
B) Orcs
- Has high strength, low technological capabilities and bad diplomacy.
C) Elves
- Low reproduction, high magical capability, average strength
D) Dwarves
- Low reproduction, high strength, low speed, high intelligence, morale boost
E) Ogres
- Very high strength, low intelligence, low reproduction, high speed and size
F) Trolls
- Average strength/speed, very cunning, low diplomatic ability, high reproduction, can regenerate fast ((Think the WoW kind of trolls))
X) Other
- Please specify averages, strengths and weaknesses.
Hidden 10 yrs ago 10 yrs ago Post by KaiserAuto
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KaiserAuto A Genius and let none deny it.

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The Ironborne Legion

"Forgotten and banished, yet they live as if steel"


Deep below the surface of the continent of Varran there lies a marvelous labyrinth of caverns and tunnels edging deep into the earths rock. It was here that the dwarves were born, and have lived for history only knows how long. The great Dwarven Khal (Empire), the Khazan, were a dominant factor on the continent of Varran and their cities, keeps, and fortresses were dominant things to behold, and their entrances to this underground empire were nothing short of awe inspiring.

Naturally, as the central power, many disliked the Khazan-Khal and after hundreds of years of suspicion and an ever growing untrust for the surface dwellers- Giant, no, massive legions of dwarves were forged into being. With the dangers lurking in the deep, these dwarves were no strangers to warfare, for they had fought the twisted creatures of the abyss.
There were forged seven legions, one such legion was the Ironborne, the second legion.

With a moto which demands honor and glory before defeat or retreat, these dwarves were some of the strongest amongst the population, and their sturdy mindset were made sturdier to keep them from feeling sympathy for the possible enemies of the surface.

No Dwarf within the Khazan-Khal, however, expected to fight surfacers, instead, they thought their purpose were to combat the increasing activity within the ever-tunnels between the strongholds, and the cities of the Khal. After centuries of combating the terrors of the depths, the Khazan-Khal had finally begun to crumble, even if little, the surface nations took no time to worry, and instead launched a combined assault in the name of the unfathomable riches which lurked in the underworld.

And thus begins the tale of the Ironborne Legions betrayal.

First they thought it obvious to defend their fore-fathers’ great halls and cities, so every Legion of the Khal marched for the Gates which lead to the surface. These gates were massive constructions carved out of the rock in magnificent awe. Towering statues, massive runic carvings, even entire fortresses were shaped from the rock, and it was inside one of these fortresses that the battle between Dwarf and Man would begin.

The Dwarven Ironborne Legion was to defend the gates of Ironhold, one of the surface gates. Under direct order from the Kharan (Emperor) were they to hold this citadel until their last breaths dawn upon the skies of the overworld. And so they did, under command of Uthor Drakkenhammer.

However, unbeknownst to the Ironborne Legion, assasins of Man had infiltrated through their defenses and, whilst there were no enemy soldiers, the safety of the Dwarven Khal had been compromised. And much like the Khal was compromised, so were the Kharan. It would be this compromise which would lead to his assassination at the hand of these very assasins.

After an extensive investigation amidst the current chaos of being overrun by both men and abyssal beast, the Ironborne Legion were said to be responsible- and whilst the assassin was executed, the people demanded to see those responsible executed as well.

However, no true Dwarf of the Khazan-Khal believe that a Dwarf who’s done the Khal great honor and deed should be discarded as if a simple insect. The mercy began to erupt in the judgement of the regent; Marak. The Regent had before him one tenth of the Ironborne Legion, those whom had survived both battle against man and deep terror, roughly 1200 dwarves were left, and he made a merciful decision.

He declared the remnants of the Ironborne Legion banished from the Khazan-Khal’s lands. They were to be exiled, and they were forced to leave through the deep-tunnels, the ancestors may only know where they lead. With three weeks’ worth of water and barely any food at all, these warriors, clad in their heavy armors, were forced to march the darkness of these pits until, well, when?

After two weeks of seemingly endless walking and severe casualties thanks to the deep terrors of the underworld, they were now met with an opening, they were all blinded, unthinkable light reached into their eyes, and they all rushed to the source, some fell and collapsed as they were unable to support their own, and their armors’ weight, but those who made it stood awe inspired.

When the remaining 250 dwarves had adjusted to the light they were met with an arctic tundra, massive, towering mountains reaching out from the earth and behind them, from once they came, were the tallest mountain they had ever laid eyes on.

Stretching far into the heavens, the only thing which befell Uthor was “Hazan-Khar”. Its literal meaning? Mountain born from Iron.

With rejuvenating will and hope, but nonexistent supplies and broken Runic Titan armor weighing their bodies down, they set out to gather resources amongst the pine forest below the large opening of whence they came.

Uthor had declared that the gathering of food was most important, in worst case scenario he’d send scouts to scout the underground for deep-growth such as mushrooms, but for now he believed that the pine forest would be ripe for resources. Out of the few, but battle hardened and experienced men he had left- he split them into three groups.

The 1st Group would include himself and all of his loyal lieutenants, excluding 2 of his most trusted. This group would take care of defensive protection and scouting, it would be the smallest group and would be made up of 50 Ironborne dwarves. This group would be called ‘The Boars’.

The 2nd Group would include Freid Mjoll, the Ironborne strategist. This group was a temporary creation as the exiles had left their tunnel wagon behind because they were unable to push it with them. This group would be tasked with recovering the wagon from the depths of the rock. Unsure of where the tunnel wagon was actual located, this task may require a long times investment, therefore 125 dwarves will accompany Freid in the recovery task. Dwarves with the least broken swords, shields, and armor were picked to perform this duty. As it is a temporary group there is no name.

The 3rd Group would be commanded by Ulkan the Forger, they would include 75 dwarves and their task would be, for now, to gather the necessary resources to create a temporary encampment located close to the mouth of Hazan-Khar. Once the wagon would return with the required dwarven tools, they’d begin construction of this encampment. The group was called ‘The Blacksmiths’.


Hidden 10 yrs ago Post by Evangelyne
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Evangelyne Lauzurus Founder

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I am Elves of the Lumen tribe!
The Gods have sent us to find a new land where we will build our religious utopia and spread their word.
Hidden 10 yrs ago 10 yrs ago Post by ActRaiserTheReturned
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We are the proud Saurian Race!!
Long life spans, scales for natural defense, as good as reinforced leather armor.
Resistance to poisons.
Higher than average muscle strength X 3 than Humans.
Natural pain tolerance of x 4 than Humans.


Weakness:
Anarchic Heavy penalty
. It will be hard for them to thrive in numbers greater than the thousands. This will force them to disperse across wide distances. Eventually this can be weakened, but maybe never totally done away with.

Aversion to Cold: They suffer in the cold. At the temperatures of 20 degrees, it's like -5 freezing to them, weakening their immune systems.

Early Generational Vulnerability ((Immune Systems)) Trying to enter new places will be harder for them than other races. They face having to endure a weak immune system which means endangering entire families, maybe even tribes since they will have to be constantly on the move. Should they enter some colder areas in the world, it can be lethal to the entire tribe.

Minor: Stalled Technological Progress: Having to move around, which forces diseases into the tribes, at least at first, will slow technological progress. ((With some exceptions that come with being Nomadic)).

Shash-Tashu

Tropical jungles, swamps, marshlands. The Saurians have no trouble with these places. They all have their varying resources, though the Saurians have not yet discovered materials that are very advanced. Leavings these places of their origin resulted in disease. But the families were having disagreements among themselves already. Agitating each other was far too easy. Yet there was peace and love despite the anger.

However, these people, the Saurians could at least maintain order as care takers of the tribe without infighting. So far.
Hidden 10 yrs ago 10 yrs ago Post by SgtEasy
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Te Chi

These 7 foot Giants are natives of the small island of Ching, a little South of the current island. Ching was a very harsh island, the thin air and the huge sand dunes that covered it did not make it of the most hospitable ones. Te Chi developed a very strange face mask because of this, their heads almost seeming like helmets. Their skin is hard, almost rubbery, and their supposed "exposed" insides did not help their look.

They are a silent race, almost never communicates with speech and when they do.... it is like music to the ears. A lyrical flow of words that appeals and makes you almost fall in love with it. Only their kin, trusted ones and male or female's Kei Ling have heard this beautiful speech. Other than that, Te Chi communicate through a series of hand signals and body movement to show their intent. They also have a weird bonding mechanism, called Kei Ling. When they their Kei Ling, they will protect, love and defend this lucky sentient until the end of one of their lives.

Te Chi live higher than average lives, 170 years is not something to laugh about. Most of their race are bold and trustworthy, if you become ones friend, they will defend you and be your silent guardian. Te Chi are also very cruel and quick to anger, one of the few negatives they got from such a cruel land. They try to hold it in though. The Te Chi are sick of their land, and are looking for a new place to colonise. A small force of 125 Te Chi Templars and 70 Te Chi Women come to the island, seeking adventure and wealth.

TL;DR: Medium Reproduction
Higher than Average Life Span
Outer "Helmet" like head is natural protection from gas
Slower than the average human
Thicker bones
Pain tolerance average
Lungs is slightly exposed, a weak point of the Te Chi
High Strength
Hidden 10 yrs ago 10 yrs ago Post by Chenzor
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When arriving at this new land, some of you travel further and some of you settle where you are. But where?

((Try not to fight over spots))



The Ironborne Legion:

You are stoic, strong dwarves of proud heretage. But what clan of Dwarves do you originate from?

A) Whitebeards
- Great dual-wield warriors, adept at slaying different monsters such as trolls and ogres.
B) Ironbeards
- The greatest smiths in the lands, capable of crafting anything. Are very sturdy built and withstands quite a punch.
C) Goldbeards
- Excavators, adventurers, explorers and miners. The goldbeards are very good at scouting and discovering locations, or spy on their enemies.
D) Blackbeards
- Great twohander warriors, adept at wielding giant weapons into battle, and are also the best siege engineers around.
E) Redbeards
- Great dwarven magicians, sorcerers and runemasters, adept at controlling magic and the elements.
F) Brownbeards
- The strongest builders and masons the world has seen, the brownbeards are capable of constructing mighty fortresses that are almost impossible to penetrate.
G) Longbeards
- Common name for a clan which has a mix of all kind of dwarven beards. Is average at everything, but cannot achieve quite the height as the more specific breeds.

The Elves of Lumen:

You are fair, magical elves. But there are different kind of elves upon the realms. Which one are you?

A) High Elves
Known for their great magical prowess of all kinds and their spiritualism. Their skin is fair and their hair blonde, their eyes glowing yellow or white. The greatest mages and wizards are these.
B) Wood Elves
The greatest rangers and the best hunters of all elfkind are the Wood Elves. They are known for their ability to befriend any animal and their druidic powers are considered the best. Their skin is fair and their hair brown or ginger, their eyes glowing green or blue.
C) Dark Elves
Feared for their powerful weaponry and armor and the best footsoldiers of all elfkind, they bolster their ranks with powerful shadowmages wielding dark powers, sometimes necromantic.
Their skin is pale and their hair black or white, their eyes glowing purple or red.
D) Folk Elves
This strange breed of elves are known for housing every kind of elf in their presence, effectively become the most diverse and average elf breed, with potential to become adept at everything the other elf breeds can do combined, but cannot reach quite the same height than a specific elf breed.

Custom Races:

Await approval before chosing a spot. You need not choose a breed/clan like the dwarves and elves, because you are a custom race.
Only listed races have different pre-set breeds.

Next:

Choose a color to represent your kingdom. May be any single color. This matters because the settlements I put on the map will have text bordered with the color of your kingdom, so that players and non-players alike can see what settlement belongs to who.
Additionally, write the name of your new settlement! What shall be the name of your new future?
Hidden 10 yrs ago 10 yrs ago Post by barkmeat2
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Citrus Crest Peoples


The people of Citrus Crest are humble farmers, tilling and tending a fertile piece of land under the watch of the locally named "Citrus Mountain" seen in the near distance. Their ancestors arrived sometime along the southern delta past the lonely island off the coast. The 7 original families were opportunistic immigrants looking for greener pastures and had entered a mutual pact of protection with each other.

Through their initial founding of but 7 original families(The Limes, The Wheats, The Oranges, The Peaches, The Rye, The Bakers, The Millers) years of trial and error, boons and disasters they have an adequate understanding on local flood patterns, seasonal rains, and planting seasons for a fair bit of plants. That said, domestication of local beasts is seldom, encompassing a singular breed of proto-dogs descended from the the hounds of old.

They are lead by a local council, a rudimentary democracy which is ran by 7 elected members.

The agrarian life-style affords large families and larger harvest festivals, the peaceful Citrus Crescent Peoples are jovial and friendly, which comes with its own perils. Weapons and armor are primitive and a small token law keeping militia is the extent of their military might.

The Citrus Crescent People sport a tasty and innocent peach on their heraldry.

Interestingly enough these people took a rather comical settlement name believing that irony will spare them the wrath of nature and thusly named their settlement:

Banana Fort, a town where it's namesake fruit is hard pressed to grow and whose only defensive emplacement is... Nothing actually, just dirt and huts.
Hidden 10 yrs ago 10 yrs ago Post by Evangelyne
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Evangelyne Lauzurus Founder

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C) Dank Elves A) High Elves

The Lumen Elf society is made up exclusively of high elves. Their magic affinity is connected with their gods making it holy and righteous. Their spells can be used both to strike down invaders and heal allies as long as the user stays on a virtuous path. The main colour representing our tribe is Pink, but Purple is also a colour often associated with the tribe.

The Lumen elves would also like to settle left of the lake, naming the settlement Elodie's Perch.
Hidden 10 yrs ago Post by KaiserAuto
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The Ironborne Legion


I feel like there's only one clan worthy of the greatness of these Khazan-Khal Dwarves. With a will of metal, and great honour do these dwarves, they who once came from, arguably, the greatest dwarven nation of the world, belong to the great Ironbeard Clan. Much like their progenitors, they stand with an everlasting will, unyielding Runic armour and weapons of mythological qualities should they reestablish themselves in these foreign lands.

They stand at the very foot of the worlds tallest mountain in the North-eastern region of the map.

However, due to the nature of their exile, not all members of this group are of the Ironbeard clan.

Uthmark the Builder, a lieutenant within Uthor's remnant Ironborne Legion, is a warrior of the Brownbeard.

All that is left of the Ironborne Legion is represented by this color.

Hidden 10 yrs ago 10 yrs ago Post by Voltus_Ventus
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The Riders of The Ventian Step


We are the noble savages, the nomads of the Steppe, The Horse People. We came from the womb of the ocean and now we thrive in the grassy plains of this new land.

Our human bodies may be frail and weak when tested by the races of greater strength but we endure as the waves endure, carried by our steeds, watched after by our creator and led by our sovereign.

We call no one place home, instead we move, reciprocating around the boarders of the Great Western Steppe. But the time is nearing to plant our banners into the earth and erect our walls, to enforce the Rule of Law and to thrive.

We are The Noble Savages, The Nomads of The Steppe, The Horse People. And this is our color.

Hidden 10 yrs ago Post by salamimike
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salamimike Probably not even real.

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Greenland, a small colony of Goblins is what you would expect from small stupid creatures that can barely run as a society. The small homes of the goblins are merely shacks, a few feet wide and 3 or 4 feet high. The number of Goblins has reached just over 400, but with the rate of infighting and accidents that happen inside the group, this number can rise and fall dramatically.

The Goblins are made via the death of one of their kind. If the Goblin carcass is left to rot and feed the soil, spores will disperse from its remains. These spores will grow into plant-like mushrooms but then eventually form into small goblins. The process can take up to a year and a further few months for the new goblin to grow to the full 2 feet in size. A single Goblin carcass can produce up to 10 mushroom-goblins, given the proper climate.

The food source of the Goblins is currently whatever they can get their hands on, mostly eating small animals and plant life. Despite this, the smarter of the Goblin kind have begun to plant crops, some even successfully. The most advanced form of agriculture the Goblins have however, is the Byter farms. These creatures are half the size of the Goblins and are used mostly as guard dogs and food for goblins, despite this they have a high tendency of eating their owners. Byters have large teeth and small nimble legs, they have dark red fur which is used for clothing and carrying bags by the Goblins, and the teeth are sharp and long enough to be used as knives when removed.

The Goblins do not have any sort of standing military, but if a larger creature or race where to attack, each goblin would pick up the nearest thing (or weapon, if they had made any) and fight for the protection of their own skin.

The leader of this train wreck nation is Fungclaw ‘the really really tough’. He is the largest of all the goblins, and is deemed the strongest. He stands at 4 feet high and towers over the average goblin. He is 8 years old (An elder in Goblin life spans) and has ruled since any other Goblin can remember. He is a smart Goblin, and knows how to manipulate his people to do his bidding. He is also one of the only few to know magic, making sure his position is not trifled with. This magic is very limited, his one magical ability being producing a small fireball from his palm, but it impresses and terrifies his peons.
Hidden 10 yrs ago 10 yrs ago Post by Zendrelax
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The Titans of Sea and Sky

We are the Cewri, the Titans of Sea and Sky. Once, we ruled. Vast tracts of land, towering peaks, and violent rivers were held within our domain. We have lost it all to our hubris. For centuries, the Sky-Lord Amaethon gifted us with the power to call rain. With our great magic, we could invoke the Sky-Lord’s name and he would quench the thirst of our crops. Life was good, but we were not content. We said to ourselves, “Why must Amaethon command the rain? It is we who need rainfall to grow our crops, which we must eat to survive.” And we tried to usurp the Sky-Lord’s domain.

We succeeded. Under our own power, we summoned rain. This gross violation of Amaethon’s dignity brought his wrath down upon us. He let us summon rain, but it would not stop. Those who tried to stop it were turned to ash by lightning, and all the rest of us prayed. For weeks on end the torrential downpours came, flooding deep valleys, consuming great fortresses, and we were left only with the Frozen Tombs atop our tallest mountains. It was then that our prayers were answered. The Sky-Lord spoke to us through the thunder above our heads, commanding that all those who remained that had brought the abomination of our godless rain into the world be cast into the sea. It was done, and the Sea-Lord Llyr sent mighty beasts from the depths to consume them, and the Sky-Lord spared us.

But the waters would not recede. A dream was visited upon one of us—my Great-Grandfather, then in his prime—where the Sea-Lord commanded that we build great ships to carry us to new lands. Massive trees, my Great-Grandfather was told, had been uprooted from far below the depths, and had floated up to us so that we might fulfill the Sea-Lord’s command. They emerged to see if said trees had arrived, and they had, but that was not the only change. Where once our skin had been the color of grain, and our hair like the rivers of our homeland, we hand emerged to find that we had been changed. Our skin was now the Deep blue of the sea, and out hair shone white like ice. We had been marked, chosen, to live on beyond the destruction of our once-proud homeland.

That was three generations ago. My Great-Grandfather had been declared the leader of the survivors, his vision—a divine blessing—had marked him as the gods' chosen. We of his line have lead the Cewri ever since. Sailing from one island to another, scraping by on what the Sea-Lord would lead us to, and consigning our dead to Llyr’s Deep Realm. That is, until today. We have found a new continent. One where life is vibrant, and it stand as proof that the gods have forgiven us of our hubris. From the ships that have brought s here, we have constructed the Pantref Y Obaith Terfynol—The Village of the Last Hope—on a the inner coast of a small island on the northwestern edge of said continent, and have designs on the mountain nearby. The ceremonies by which we once entreated the Sky-Lord for rain have been long forgotten, as has so much else. We now must survive by our own power and determination, or else the Cewri will be forgotten to the Frozen Past.
Hidden 10 yrs ago Post by SgtEasy
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Those who nameth Te Chi


Te Chi or "Dune Walker" in High Ki, the language of the Te Chi, are a humble race that have come from the South. The Te Chi have landed on the most southern tip of the island, and have named their settlement Spes Donare which means "New Hope" in High Ki. The Te Chi shall be represent by the colour green.
Hidden 10 yrs ago 10 yrs ago Post by Chenzor
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Turn 1



@KaiserAuto


@Evangelyne


@ActRaiserTheReturned


@SgtEasy


@Voltus_Ventus


@solamelike


@Zendrelax


@barkmeat2


Remaining civilizations will be added the next turn. Thank you for your patience, dear players!
Hidden 10 yrs ago 10 yrs ago Post by barkmeat2
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"A great idea! Improvement of our food source is essential Elder Wheat!" Elder Rye proclaimed.

"Uh... Yeah. Thank you Rye, but I think we were all present. W...why'd you summarize that?" Elder Wheat knew Rye meant well but of the 7, let's just say... He was a bit past his prime ripeness.
Hidden 10 yrs ago Post by Voltus_Ventus
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A) Improve Food

Hidden 10 yrs ago 10 yrs ago Post by KaiserAuto
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A) Improve Food.

I'm feeling a bit down, so I hope the previous post is more than enough to let the Blacksmiths do this task, and possibly something else.
Granted, the exploration team sent into the depths of the deep-tunnels below the great mountain are also performing their unique "Acquire Dwarven Tools" quest.

The Boars are used as extra gathering personnel, but they are keeping an eye out.

Edit: So basically, with my task I choose to improve my food gathering, whilst the Blacksmiths are stripping the forest of general supplies, and the large expeditionary unit is exploring the underground, trying to reacquire their lost tunnel wagon which holds a number of useful dwarven tools.

Granted, all that is left of their past military glory and prime are highly broken Runic Titan armors (Whilst the armor in itself isn't bad, the quality which it is in right now is far below satisfactory.) and axes and shields whom are about to fall apart. You can only push Dwarven forgery so far before even they fall apart.
Hidden 10 yrs ago Post by TheWildHost
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Area: the thin curved mountain range in the SE, the thin area near the center between the north and south ( will drop a dot when not on mobile)
Settlement: Spiregull
Color: Black
Action: Finish building Spiregull, and assimilate more of the sovereign orcs into the Black Peaks


Hidden 10 yrs ago 10 yrs ago Post by Zendrelax
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I know not whether it was divine blessing or fortuitous happenstance, but today has been good. Though the riverlands of our former home are far behind us, their divine patron, Gwyn, still has his gaze on us. This, the final island in our long journey, has one river flowing down from its mountain into the sea.

The soil nearby has been made fertile, and we gave begun to grow crops. It will be something of a challenge to raise crops without calling upon Amaethon, but the river will provide us with all the water we need if we dig channels.

Until the crops bear fruit, we will be able to survive on what we can scavenge and hunt. We have endured as such until now, from island to island. We can keep at it a little while longer.

Hidden 10 yrs ago Post by ActRaiserTheReturned
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F) Improve technology/resources:
The Saurians would always struggle with sickness whenever they moved too far. They would try to make things right. They studied pregnancies, they studied the effect of certain herbs and foods, eventually someone came to the conclusion that consumption of a powerful her reduced pain, swelling, colds, and most diseases that they received. The patient would still be sick but symptoms would be halved at worst, and reduced by 80 percent effectiveness.
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