This time we are going to play a Special Edition with a scenario, BITTERFROST by CURTSIBLING.
Lenth: Direchil 1 to Yulefall 100 , (1200 turns.
1st Round, 120 turns.
2nd Round to 19th Round, 60 turns.
There are 7 civs divided into two groups:
The Empires:
The Crusader Kingdom:
Righteous, grim, and some might say prudish, the Crusaders are warriors and seek to unite Bitterfrost with faith, or failing that, steel!
They have little time for magic-users, and may even go on a crusade without warning!
Their emphasis is on battle and grabbing as much meteoric Iron as possible!
Perfect for build and conquer-style players.
The Bursar Council:
They want your money, but they might give you some of theirs, if you have something they want. Gold is what their greedy eyes are on!
Bursars are heavily into commerce and have many innovations. They could probably buy Bitterfrost.
They have some good warriors and a trade advantage.
The Coven:
Some call them pagans, or heathen magic users, but they call themselves the Coven.
They are users of magic and are (shockingly) ruled by women!
But these people from cold climes are no mere mages, they also excel at the arts of war.
This has led to the formation of spell-slinging warriors like the Guardians.
The Coven begins with a good knowledge of magic, but will have to learn the runic language of Bitterfrost.
The others:
The Undead:
In the dire East, the Undead kingdom has ruled for an age.
From this awful place, a fell Lich and his army has arrived in Bitterfrost and built a keep.
From this inauspicious fort, the skeleton legions seek to smash the mortal kingdoms and rule the land with immortal hate. Prepare for war!
The undead have many frightening monsters at their command, and begin with an evil legion of skeletons. Also they will send out ghosts to spy and cause much mayhem...
For those who enjoy playing the baddies, look no further.
Harpy Sisterhood:
An old legend exists about a realm, whose ruling witches accidentally transformed themselves into half-human maniac mutants.
These were the harpies...Their breed has devolved through history, and are now crazed she-barbarians, with mating rituals best not spoken about.
Since there are no harpy males, they kidnap compatible males to breed. A colony of them has appeared recently off the coast of Bitterfrost.
They may be seeking to infest the island. Having very little interest in material technology, harpies do however, understand pragmatism.
Thus, they might hire humans to help them trade or spy.
Zatarn Tribe
The tribal Zatarn are somewhat like the Amazons of our own world, except the Zatarn are horned and grey skinned.
No to mention, more brutal, fanatical and numerous.
For a long time they lived on small island communities like their enemies, the Urzit.
Since the island's appearance, they have flocked there to build a tribal empire.
The Zatarn males exist for breeding and are docile, the females fight and hunt.
This quaint, low-tech, but role-reversed society is one of extremes.
The tribes are ruled by evil shamanesses who conduct blood-soaked warfare to appease their gods...Really!
Expanding quickly and butchering the Urzit seem to be the Zatarn's two main goals...Currently.
The Urzit
The Urzit where thought to be native to small islands in the Northern seas.
But as it turns out, a lot of them headed towards Bitterfrost in canoes as soon as it emerged.
It seems the Urzit were coming home, the island was their original land, before the elder-days disaster that sunk it.
Sadly, the intervening years have seen the Urzit become near-savage barbarians and tireless brigands and pirates.
This has made the other powers (especially the Zatarn) hate them with a passion.
The Urzit may not be around for long on their newly discovered homeland.
They do bring it on themselves though, with their pillaging antics.
The Urzit are basically the non-playable barbs of the scenario...
-------------------------------------------------------------------------------
The Urzit are non-playable, but the rest are playable. "The empires" seem to be more civilised than "the others"
Lenth: Direchil 1 to Yulefall 100 , (1200 turns.
1st Round, 120 turns.
2nd Round to 19th Round, 60 turns.
There are 7 civs divided into two groups:
The Empires:
The Crusader Kingdom:
Righteous, grim, and some might say prudish, the Crusaders are warriors and seek to unite Bitterfrost with faith, or failing that, steel!
They have little time for magic-users, and may even go on a crusade without warning!
Their emphasis is on battle and grabbing as much meteoric Iron as possible!
Perfect for build and conquer-style players.
The Bursar Council:
They want your money, but they might give you some of theirs, if you have something they want. Gold is what their greedy eyes are on!
Bursars are heavily into commerce and have many innovations. They could probably buy Bitterfrost.
They have some good warriors and a trade advantage.
The Coven:
Some call them pagans, or heathen magic users, but they call themselves the Coven.
They are users of magic and are (shockingly) ruled by women!
But these people from cold climes are no mere mages, they also excel at the arts of war.
This has led to the formation of spell-slinging warriors like the Guardians.
The Coven begins with a good knowledge of magic, but will have to learn the runic language of Bitterfrost.
The others:
The Undead:
In the dire East, the Undead kingdom has ruled for an age.
From this awful place, a fell Lich and his army has arrived in Bitterfrost and built a keep.
From this inauspicious fort, the skeleton legions seek to smash the mortal kingdoms and rule the land with immortal hate. Prepare for war!
The undead have many frightening monsters at their command, and begin with an evil legion of skeletons. Also they will send out ghosts to spy and cause much mayhem...
For those who enjoy playing the baddies, look no further.
Harpy Sisterhood:
An old legend exists about a realm, whose ruling witches accidentally transformed themselves into half-human maniac mutants.
These were the harpies...Their breed has devolved through history, and are now crazed she-barbarians, with mating rituals best not spoken about.
Since there are no harpy males, they kidnap compatible males to breed. A colony of them has appeared recently off the coast of Bitterfrost.
They may be seeking to infest the island. Having very little interest in material technology, harpies do however, understand pragmatism.
Thus, they might hire humans to help them trade or spy.
Zatarn Tribe
The tribal Zatarn are somewhat like the Amazons of our own world, except the Zatarn are horned and grey skinned.
No to mention, more brutal, fanatical and numerous.
For a long time they lived on small island communities like their enemies, the Urzit.
Since the island's appearance, they have flocked there to build a tribal empire.
The Zatarn males exist for breeding and are docile, the females fight and hunt.
This quaint, low-tech, but role-reversed society is one of extremes.
The tribes are ruled by evil shamanesses who conduct blood-soaked warfare to appease their gods...Really!
Expanding quickly and butchering the Urzit seem to be the Zatarn's two main goals...Currently.
The Urzit
The Urzit where thought to be native to small islands in the Northern seas.
But as it turns out, a lot of them headed towards Bitterfrost in canoes as soon as it emerged.
It seems the Urzit were coming home, the island was their original land, before the elder-days disaster that sunk it.
Sadly, the intervening years have seen the Urzit become near-savage barbarians and tireless brigands and pirates.
This has made the other powers (especially the Zatarn) hate them with a passion.
The Urzit may not be around for long on their newly discovered homeland.
They do bring it on themselves though, with their pillaging antics.
The Urzit are basically the non-playable barbs of the scenario...
-------------------------------------------------------------------------------
The Urzit are non-playable, but the rest are playable. "The empires" seem to be more civilised than "the others"
Comment