Just a complete OP for my civ.
Deity: Wotan
Spheres: Battle (40%), Protection (20%), Sea (15%), Thunder (15%), Forest (10%)
City Symbol: V
Army Symbol: v
Race: The Hrun
Growth: 15%
Pop support:
Plains: 70
Temporate Forest: 70
Rainforest: 30
Seas/Lakes: 30
River: 30
Desert: 10
Tundra: 50
Mountains: 20
Hills: 30
Wasteland: 40
Taiga: 20
Swamp: 20
Savanna: 10
Palm forest: 30
Glacier: 60
Movement table:
Plains|Forest|Jungle|Hills|Swamp|Desert|Rocky Hills|Tundra|High Mountains|Sea|On River
10 9 6 6 4 4 6 10 4 1 1
Physiology
The Hrun are tall, very muscular humans who evolved in a cold world. They often have blue eyes and long blond or red hair which is mostly used to protect them from the surrounding cold.
They are also good sailors and like to travel around the world, usually to accomplish a quest for their gods or to prove themselves worthy.
Culture & Society
The Hrun are a semi-nomadic people who live in small villages and move from village to village during the year to avoid lack of food. They know very little about farming as their homeworld was very cold, but they are good hunters, gatherers and fishermen.
Villages range from tiny hunting lodges to large villages. Houses are made from wood as they move very often. Some more permanent buildings are made of stone. Settlements are always organized around a large mead hall where villagers gather after nightfall to eat, drink and tell tales of their ancestors.
Another notable building is the druid's abode. The druid is the second most important person in the whole village as he performs at the same time the roles of healer, teacher and spiritual guide for the village. A druid is also usually the only one in a village who can read and write.
Other professions usually present in a village include all sorts of food providers (fishermen, hunters, gatherers, butchers), woodcutters and woodworkers, a bard, a metalsmith and sometimes a trader. Women are usually seen as equal to men.
The Hrun are very open to strangers and will gladly share food and shelter. They like to hear stories from the world, no matter how unlikely they are. They are also very happy to trade for various resources they don't have, especially metal. They usually have excess amounts of fur, food, salt and various woodworks. Their metalsmiths can work with pure ores, cannot make alloys, but can work with these.
Any foreigner who can best a Hrunite at a contest of skill (usually martial skill) is considered a honorary Hrunite and is adopted by the chieftain or the druid of the village.
Religion
The Hrun have a wide pantheon of gods at their disposal. They have gods for nearly every aspect of their life. Of course they are unaware of the fact that they have only one god, Wotan, who poses as most of these deities and often likes to send young Hrunites on quests and adventures.
The Hrun have no clergy and believe that their gods will show themselves if they are worthy of a quest or to give a reward. They will also very often ask for guidance of the gods when the druids are unable to provide good answers. Of course most Hrunites believe that spilling gallons of blood for their gods is the best way to attract their attention.
Magic
Hrunite magic comes mostly from their druids. These usually have the ability to talk to animals and other forest spirits. They are also well-versed in herbology and alchemy and can make mostly any kinds of potions and poisons.
One of these potions is a potion of Heroism which increases the courage and strength of a warrior and helps him resist wounds and move faster. Druids usually keep some of these in stock in case of need.
Another is the Berzerk potion, which turns a warrior into a killing machine that completely ignores wounds and fatigue. Berzerkers usually strike fast, hard and can crush a man's skull with their fist. They are also very dumb and will attack enemies on sight. Fortunately, they can still recognize their friends. Once the effect wears down, the warrior collapses to the ground and sleeps for a day or two, if his wounds are not too great. The effect of the potion usually lasts 15 minutes.
Combat
Any Hrunite, including women and children, knows how to wield a weapon and fight in heavy armor. Hrunites train at war since their young age and often have to hunt some large and dangerous creature before they can be considered grown adults. The elite of their warriors are the family of the chieftain, who don't have much to do except fight and drink.
The Hrun often fight in heavy iron armor which protects the body from deadly blows. The armor is often decorated with the remains of an animal (horns, tusks...). As weapons they like to use heavy war axes, hammers and thrown spears. They also breed powerful warhorses that can bear the weight of the rider and an armor especially made for horses.
They haven't developed mounted warfare beyond charging into the fray while making great gestures with their axes. That is usually enough to send heads flying everywhere.
Champion: Erak, Chieftain of the Hrun
Description and phycology:
Erak is a giant of a man, standing at about 7 foot 1 inches, he towers over most men and women. He is bound by corded muscles, but don't let them decieve you in that thinking that he is slow or stupid. He is actually quite fast, faster than most mortal men infact (which will be explained later) and is very intelligent. He lives life day to day and is the bulkhead of his culture and race. He is capable of unnatural feats of agility, strength and speed and can easily live through what would kill a lesser man, though he considers all others equal unless proved otherwise.
Erak wields a mighty double war axe that looks like it is made of light blue ice, with darker blue Ancient Hrun runes running all over it. This mighty weapon is called "Darkathhurash" in ancient Hrun tounge, but is roughly translated into "FoeReaver" in todays speech. Erak wields it like it weighs almost nothing and cleaves through most enimies as if they weren't even there.
The origins of "FoeReaver":
"FoeReaver" is an ancient weapon made from a unknown material found in the middle of a glacier, from the homeworld of the Hrun. Noone knows what is is called, but the ones who found it (3 figures of legend to the Hrun, Drakath "The Slayer", Skolingir "The Almighty" and Jessith "She-who-disembowls-the-enemy") decided it would be called "GlimmerIce" as it was found in the middle of a 10 mile wide glacier at night, because of its sky blue glow and its apperance of ice. GlimmerIce is a wonderous material, obviously not of this world as it can stand heats higher than steel can, while being lighter, stronger and more durable than its metal counterpart.
FoeReaver was forged by a legendary weapon crafter, who lived alone on the edge of a artic plain and didn't like to be disturbed, along with Duskrath "CoreShatterer" and Dukisnoth "The Impaler", a hammer and spear made from the same lump of GlimmerIce. These other weapons were lost to the wilds as a test of the bloodlines of the other heroes, but FoeReaver, who belonged to Drakath, is still in the possession of his bloodline, which includes Erak.
The axe itself bestows many effects on its owner, especially if they are holding it or it is on their person. One noticable effect is that the aging process is drastically slowed and it takes literally a 1000 years to have the effect of a minute of normal aging, so Erak is esentially immune to the effects of aging. The axe also protects its user from mind attacks and usually lashes back, with the attacker suffering the effects of 'mental' frostbite. It also gives its owner enhanced physical capabilities, allowing Erak to do almost impossible feats of agility, speed, strength and mental prowess. An important note is that the axe also shares the knowledge and experiences of the previous owners with the current holder, their memories become as one with Erak's so that he has, mentally, already been through most situations that may happen to him, or others, so he is especially effective when commanding others and predicting the combat moves of his foes, and oft times does so with frightening accuracy.
Because of the axes bonus's to Erak, he may move twice as fast as normal Hrun people, through all terrain, and moves with a speed of 2 on terrain where speed is 0 for normal Hrun, including water terrain providing that he stays on the surface to breathe, but these bonuses don't effect others. Any who aren't of his bloodline, attempt to take the axe, or steal it from Erak, will freeze solid in under 5 minutes or more depending on how tough and large the poor soul is. It also freezes their hand closed instantaneously so they cannot release the axe, unless they hack their arm off at the shoulder.
Lastly, it provides a decent magic defence against offensive spells cast at him, protecting him with a shield of magically enhanced ice, and will also protect others who are standing next to him as the ice spreads out in midair.
Arrival
The arrival of the Hrun into the BotG world is a simple one : their gods sent them on yet another quest, fight various hordes of dragons and demons. Eventually Wotan considered they had slain enough to grant them a gift : a new world where they could prosper (but mostly, he was tired of the cold of the Hrunite homeworld and wanted some sunny tropical beach for a change).
Wotan ordered the Hrun to gather a ship of volunteers who would go into a new paradise where not everything was frozen and where they could prosper. This world would be called Vindaland. Once the ship was assembled with 90 people, they sailed to the west, where Wotan picked up the ship and dropped it into the new world, on a sunny beach.
In the new world, they are expected to keep their traditions of old while adapting to their new lifestyle. They should not take long to develop farming and change from a semi-nomadic habit into a sedentary, with villages being more permanent.
Changes to the above:
- Erak's movement bonus is reduced to add just 2 to all movement.
- Freezing solid has changed to having large amounts of frostbite, which to anyone who is not immune to ice attacks and is smaller and or less tough than a half giant (quite considerable yet not surpassable) has the effect of freezing solid in one minute unless the victim removes the arm at the shoulder.
- The horses are no longer for riding, just for breeding for meat along with other cattle. They are instead replaced by wolves who are big enough to carry them. The wolves need no armor because their thick pelt protects them, and they originate from the Hrun homeworld.
- The Hrun are no longer human, but HALF-GIANTS!!! They have above average strength and toughness and are about 4 - 5 metres tall. They weigh about 1 to 1 and a half tons (1000 - 1500 kgs).