Writing Thread: Civilopedia

Moar:

Motherlode, Khazad Worldspell


Deep in the Underhome, there is a cavern held most sacred by the children of Kilmorph. Within lies a massive crystal of Earth mana, the largest ever found by the Khazad in their underground expeditions. To the dwarves, this crystal was a blessing from the Earth Mother.

When they first struck into the cavern, the latent mana seeped out into the rest of the Underhome. Veins of gold literally grew into the rock, simultaneously enriching and endangering the dwarves as their halls came under assault from the shifting earth. From then onwards, only the highest of the priesthood of the dwarves is permitted within the hallowed chamber, for such power is not to be manipulated on a whim.

Now that the Khazad have begun their quest to establish an empire upon the surface of Erebus, perhaps the dwarves may have a reason to release the power of the Motherlode once more. The land itself will rise, and mines will run with a temporary but bountiful river of gold on the command of the Khazad leader. Surely the Khazad will have a use for their newly-arrived wealth; whether for war or peace.

Howitzer


Though the Organ Gun's engineering is impressive, sometimes the best inventions come from the simplest design decisions. When time and technology permitted another foray into the science of artillery, Mechanos scientists went back to their timeless motto: "Bigger and Faster".

The tried-and-true design of the cannon was the starting point. While the Organ Gun's multiple barrels brought a lot of firepower to the battlefield, the gun's caliber had to be reduced in order to compensate for recoil. Working backwards from this fact, the new design instead used a larger caliber with a proportionally larger frame.While such a massive gun would be considered too heavy to move in the past, recent discoveries in gunpowder refining and metallurgy ensure that the gun would be mobile and accurate enough to use in any battle.

Named the Howitzer, this massive artillery piece is the masterpiece of Mechanos engineering. Walls will fall even faster than before; and with its large caliber shot, increased range, and light frame, the Howitzer can outmaneuver and outshoot any artillery piece the enemies of the Mechanos can field.
 
Moar:

Motherlode, Khazad Worldspell


Deep in the Underhome, there is a cavern held most sacred by the children of Kilmorph. Within lies a massive crystal of Earth mana, the largest ever found by the Khazad in their underground expeditions. To the dwarves, this crystal was a blessing from the Earth Mother.

When they first struck into the cavern, the latent mana seeped out into the rest of the Underhome. Veins of gold literally grew into the rock, simultaneously enriching and endangering the dwarves as their halls came under assault from the shifting earth. From then onwards, only the highest of the priesthood of the dwarves is permitted within the hallowed chamber, for such power is not to be manipulated on a whim.

Now that the Khazad have begun their quest to establish an empire upon the surface of Erebus, perhaps the dwarves may have a reason to release the power of the Motherlode once more. The land itself will rise, and mines will run with a temporary but bountiful river of gold on the command of the Khazad leader. Surely the Khazad will have a use for their newly-arrived wealth; whether for war or peace.

I like this.

Makes me think the Khazad worldspell should scrap the silly 25 gold per mine idea, and instead give all your mines a significant chance to find a new metal resource. Gold Veins appearing all over your empire :D
 
Prehaps with the chance of some improvements and building being destroyed?...
simultaneously enriching and endangering the dwarves as their halls came under assault from the shifting earth.
 
Yeahh I like that idea, it seems better, especially with that great pedia entry! :D
 
Technologies:

Alchemy


"Lead into gold? Is that what all you merchants think about all the time? Of course we can do that, but think of larger possibilities! What we've managed to do here is take one step closer to those pretender Gods!" - Edward Boyle, Mechanos Alchemist, to his investors

Horseback Riding


"We Hippus are known for our mercenary trade; but we are riders before we are warriors. A Hippus who does not know how to work the reins is no true Hippus." - Captain Ostanes

Armoured Cavalry


"Every time those Bannor knights charge the lines, my faith in the musket is tested. So far it hasn't disappointed me, but experience taught me that a rider with enough steel can beat the most complex technology through sheer, feral force." - Lieutenant Morris, Mechanos Officer

Bronze Working


"Tin and copper make bronze. Mother Kilmorph taught me this, and in turn I taught it to every succeeding generation of dwarves. To you it may seem simple, but this is the greatest gift She had given us: the art of metalworking. With it, the very earth is ours to shape. " - Bambur

Engineering


"Building a wall, forging a sword, planning a city: all these are well and good. But when you decide to see what could be better about what you're making and make those changes, that's when you graduate from 'labourer' to 'innovator'." - Leonard Wright, Mechanos Inventor

Iron Working


"Never cut corners, lad. As a blacksmith in the employ of the military, never forget that your work can determine whether our soldiers live or die out there on the battlefield. You cut corners, you cut their lives short." - Keldorn, Bannor Blacksmith, to his apprentice

Dark Secrets


"You know, it's quite amazing what one can do with a pinch of ash." - Lord D'Tesh
 
Moar:

Ironclad, Dwarven Ship


"One thing's for sure: if it ain't going to sink us, it's going to sink itself." - Shipwright Jones of the Lanun vessel 'Danalin's Hand'

Ever since they left the Underhome, the Khazad had to learn all the nuances of mercantilism and trade. One of these is the power of merchant shipping: masses of goods and luxuries can often be sold overseas for greater profit than peddling them to nearby nations.

However, where profit goes, so too will thieves. Foremost of these sea dogs are the Lanun, whose expertise with naval combat have earned them a reputation amongst sea traders as the pirates of Erebus. One could even say that the Lanun have built an empire on dwarven gold.

Not to be deterred by the seafaring Lanun in their quest for profit, the Khazad have commisioned a new type of ship to protect their sealanes. With a light but strong metal alloy covering the ship's hull and an extra cannon deck in lieu of a cargo hold, the Ironclad is an indomitable force on the seas. It may not look seaworthy, but this leviathan can outshoot and outsail the biggest ships the enemy of the Khazad can build.

Pillar of Creation, Mechanos Worldspell


"From the outskirts of Vaul, one can see a great spiraling tower rising from the cityscape. This is what the Mechanos call the Pillar of Creation: an attempt to reach the Heavens through a massive construction project. It already stands twice the height of the tallest smokestacks in the city, but when I saw it up close, there were still people and constructs hauling materials up the ramp.

When I asked the Mechana Excelsior Maer about this, she replied that the Pillar was to be continuously built. In times of war or other necessities, they would reduce the workforce to an eighth; but she assured me that someone would always be raising that tower ever higher.

Risking offending my mechanical hosts, I asked Maer if the tower could even reach the Heavens before collapsing. Some of her colleagues' faces frowned; they guessed the insinuations that hid beneath my question. But Maer turned to me and smiled.

'Up there lies the hope of every Mechanos. When I look at that tower, I do not think of what is impossible; I think of what we can accomplish on our own power.

Look around you, traveller. It may not be like the serene forest-cities of the Elves nor the magnificent enclaves of the Kuriotates, but I know that you were awed by the marvels we Mechanos have created. In every brick and every mechanism of that tower is our spirit; our soul as a nation.

Right now it may seem like a foolish endeavour, but that tower will forever rise as long we Mechanos live and think. One day, traveller, that tower will reach the Heavens.'"

- excerpt from Deidra's journal
 
Eh, I just picked out a random tall-sounding description out of the air. Anyone's free to change that part.

I'm surprised no-one wants Rule 34 of Maer and Deidra.
 
Lol I like the quote for the Ironclad.
 
Spoiler War Tortoise :
When the Hippus first heard that the Lanun were fielding tortoises in combat, they responded with laughter, wondering just how the Lanun expected to win a battle with something so profoundly ridiculous.

After witnessing the Lanun War Tortoises in action, and discovering they had a particular appetite for horseflesh, the laughter stopped.

A War Tortoise is essentially a small, armored bunker built atop one of the Giant Tortoises that roam the seas and prove the bane of many a captain. Giant Tortoises are, in of themselves, startlingly deadly creatures, capable of wrecking ships, crushing and swallowing a fully armored centaur in a single bite, and striking anything that gets too close to their mouths before their victim has a chance to react. Add to that a Lanun rider, goading the beast into moving with unnerving speed, and you have a weapon that can change the tide of war and render a mountain pass practically impassable. How the Lanun managed to tame and control the foul-tempered beasts is a closely guarded secret, and other Lanun forces generally give the War Tortoises a wide berth, often fearing the creatures more than their own enemies.
 
Spoiler Shadow Mana :
A word of advice about the Illusions and Shadows class. Don't even waste your time studying for the final; it's nearly impossible for even experienced magi. The real final is simply stealing a copy of the answers. Well, maybe not "simply;" getting those answers out of Magus Lyn's office will require you to use nearly every trick she taught you. Or, for a small fee, I could do the footwork for you... -Adept Morin
 
Find and Plug, until someone who is interested in the project, but has no writing skills, decides to contribute by compiling such a list (well, even someone with writing skills could do it, but data sorters and writers rarely occur in the same person)
 
I'm still on summer break, and I've burned out on my latest Grigori game (stop getting such a decisive lead!). It shouldn't be too hard to go through one category or another.

Any preferences of where to start? Spells, resources, heroes? Unique Features/terrain improvements?
 
Apparently, I must not be a writing person.

This is a list of pretty much every civlopedia section except base units and buildings.

A quick key:
L means lore (background)
S means Strategy (could be useful, if it's not obvious from the stats)

And starting the list

Rituals: All rituals could use some sort of background/lore as well as a description of the game effects.

Appease Divinity
Dowsing
Elegy of the Sheaim
Hallowing of Elohim
Prepare Expedition
Chosen of Esus
Curse the Land
Light of Lugus
Mana Surge
Pax Diabolis
Purge the Unfaithful
Ascension
Bande Divine
Birthright Regained
Blood of the Phoenix
Genesis
Glory Everlasting
Nature's Revolt
Rites of Oghma
Samhain
Stir From Slumber
The Deepening
The Draw
The White Hand



Civics: Only the Under and Over Councils have background. Everything else could take Lore.

Agrarianism
Apprenticeship
Arete
Aristocracy
Blood and Sacrifice*
Caste System
City States
Conquest
Consumption
Crusade
Decentralization
Despotism
Foreign Trade
Glory
God King
Guardian of Nature
Guilds
Industry
Liberty
Lost Lands*
Mercantilism
Military state
Nationhood
-No Membership-
Pacifism
Religion
Republic
Sacrifice the Weak
Scholarship
Slavery
Social Order
Theocracy
Traditions
Tribal Law
Tribalism

*Already have some brief background, but could stand to be expanded


Corporations: They already have some, but I thought they might be expanded with a quote of someone about them, like technologies.

Fabricaforma
Farmer's Guild
Kingfisher Brotherhood
Masquerade
Stonefire Guild


Items: None of them have any lore/bacground, just effects, but then there's no real lore space either. I can make a list if someone's interested in putting in brief history/lore in it.


Improvements: Nodes could bear to be edited to show the benefits their mana gives the civilization (like Law Mana gives -5% to maintence), but otherwise like items there's no real space for much.

Resources: Nearly all resources from Vanilla civ could use being edited for FFH. That includes bananas, deer, cotton...


Unique Feature
Foxford has broken text in the background section. I guess that needs more of a fix than an addition.


Terrain Features: All could stand some added FFH-esque lore/description/perspective.

Ancient Forest
Blizzard
Burnt Forest
Door
Fallout
Flames
Flood Plain
Forest
Haunted Lands
Ice
Jungles
New Forest
Oasis
Obsidian Planes
Scrubs
Tormented Souls
Volcano
Walls


Base Terrain: Same thing
Blackwater
Blighted Coast
Broken Lands
Burning Sands
Coast
Desert
Fields of Perdition
Grassland
Ice
Marsh
Ocean
Plains
Shallows
Tundra



Technology:
Armored Cavalry needs it's qutoe text fixed

Heroes:
Auric Ascended: SL
Chalid Astrkein: SL
Gaelan: SL (He comes from the rampant adept series of events)
Gibbon Goetia: SL
Gurid: SL
Margalard: SL
Magnadine: L
Melante*: Expand L, Needs S
Pelemoc*: Expand L, Needs S
Themoc*: Expand L, Needs S
Teutroix: SL
Sailors Dirge, Apocalypse Units**: S

* The use of the Scion Dark Council Units deserves a strategy explanation, rather than hunting through the effects of each of their abilities

**Deadly world units like the Sailors Dirge, Gurid, Margalard, and Leviathan, and Apocalypse Units especially, could stand some tips on how to counter/avoid them, and what the benefits for fighting them are. So for the world beast/animal units (including Acheron), pointing out that if you capture them, you can use their power for yourself. For the Apocalypse units, ideal promotions or countermeasures (like Loyalty against Stephanos and the Avatar of Wrath, or the Pool of Tears against the plague-one) would be helpful. Also, mentioning the apocolypse unit special equipment you can get after defeating them would also be good.



Wonders: Most (too many to list) don't have any sort of Strategy listed, leaving it to the player to get the right idea for the benefits. I mainly focused on ones without lore/background, though SL implies a complete absense of either.

Aquae Sucellus: L
Bone Palace: Clarification. Is the magic defense bonus limited to the city, or is it a city-built unit advantage? If limited to the city, a S pointing out it's best in a city where magical fights may occur.
Caminus Aureus: SL
Catacomb Libralus: SL
Celestial Compas: SL
City of a Thousand Slums: SL
Crown of Akharien: L
Deruptus Brewing House: L is S, Needs L
Dragon's Horde: L is S, need L
Form of the Titan: SL
Grand Managerie: L is S, needs L
Guild of the Nine: SL
Heron Throne: SL
Mines of Gal-Dur: SL
Order of the Wyvern: SL
Ride of the Nine Kings: SL
Shrine of Sirona: L is S, need L.
Soul Forge: L is S, need L.
Soul Forge: L is S, need L.
Summer Palace: SL
Eyes and Ears Network: L
Great Lighthouse: L? (Can't tell if it's ripped from Vanilla or not)
The Nexus: SL
Theatre of Dreams: SL
Tower of Complacency: L is S, needs L
Tower of Eyes: SL
Winter Palace: SL


Religous Shrines: None have S, all but Code of Junil and Stigmata on the Unborn need L. Just for completeness, listing all the shrines.

Code of Junil
Dies Diei: L
Nox Noctis: L
Song of Autumn: L
Stigmata on the Unborn
Tablets of Bambur: L
Necronomicon: L (as an aside, why is the Book of the Dead OO? It seems far more infernal/hellish than OO)


The Towers of the Tower victory all deserve L, as well as S. Some Great Sage quotes even reference them. And as a side note deserving to be mentioned in the civlopedia, do you keep the towers even if you change/lose the mana required to build them? (Do you need a minimum of six mana nodes including one metamagic to get a set of five, build the Tower, then change the nodes to build the next tower? You lose access to the mana for spells, yes, but do you keep the Towers?)

Tower of Alteration: L
Tower of Divination: L
Tower of Necromancy: L
Tower of the Elements: L
Tower of Mastery: L, though I don't think it was ever decided what exactly it did or why it won.
 
All units listed eihter have no lore/background text, background text that is actually just more strategy text, broken text, or similar non-background info. A few, specially noted, don't list requirements to produce them.


Adventurer
Air Elemental
Airship
Arcane Barge
Baby Spider
Battering Ram*
Bear
Beast Master
Bedouin
Captain
Centaur
Centaur Archer
Centaur Charger
Centaur Guard
Centaur Lancer
Champion
Chanter
Chaos Marauder
Confessor
Cultist
Dervish
Dwarven Slinger
Earth Elemental
Eater of Dreams
Elephant
Eternal
Flagbearer
Giant Tortoise
Gorilla
Griffon
Herald
High Priest of Leaves
High Priest of Winter
Hill Giant
Horsemen
Ice Elemental
Illusionist
Immortal
Ira
Javelin Thrower
Jotnar Settler
Kraken
Lightening elemental
Lunatic
Lunnotar: S (I think it deserves a strategy mention of what makes it special)
Luridus
Mage
Malignant Flora
Manticore
Meteor
Minnotaur
Mistform
Mobius Witrch
Mud Golem
Necromancer
Nyxkin
Ogre
Ophanim
Orc Conscript
Paladin
Pegasis*
Pit Beast
Priest of Leaves
Privateer
Profane
Puppet
Pyre Zombie
Radiant Guard
Ritualist
Royal Guard
Rune Keeper
Sea Serpent (both)
Sect of Flies
Seraph
Shade (+ needs requirements)
Shadow
Shadowrider
Shore Party
Skeleton
Slave
Soldier of Kilimorph
Speaker
Spectre
Stoneskin Ogre
Stone Warden
Stygian Guard
Succubus
Supplies
Tactician
Tiger
Titan
Tracker
Valkyrie
Vampire Lord
Vicar
War Tortoise
Warchief
Wizard
Wolf
Worker
 
Necronomicon: L (as an aside, why is the Book of the Dead OO? It seems far more infernal/hellish than OO)

It's from H.P Lovecarfts books, were the Necronomicon was information on the Elder Things, or what ever they were called, which OO is based off of.

It could also be based off of the Necrotelicomnicon, witten by Achmed the "I Just Get These Headaches", of Klatch, who also wrote "Achmed The "I Just Get These Headache's" Book of Humorous Cat Stories".
 
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