At first glance, Mount Blaimore is a rather harsh and icy expanse, but despite this unfriendly environment, a small village has formed over the years. The village Tergaron was founded under the family name of Deydran and has existed for centuries in this harsh world, while it seemed that time stood still here. The village became famous for its unique culture of wine and mead growing, as well as the infamous Dragehaugen fortress, which was the last bastion between two worlds.
The world was engulfed by the rustic wilderness, hardly explored and left in all this time to the natural protection of Mother Nature. It is an area full of possibilities, full of wildness waiting to be discovered, while the old fir, maple and oak trees covered the land, broken by a huge majestic mountain. Single clearings invited for a rest after a long journey and yet this land was dedicated to wilderness, harboring the dangers that lay dormant in the woods. Traces of ruins of a forgotten civilization were devoured by the breath of time, leaving the stories and myths surrounding this place only in a vague memory.
Mount Blaimore, an area bordering the Twilight Forest, harbors the icy peaks of a mountain landscape whose harsh and ruthless nature was undeniable. Avalanches and cold were only one part of the dangers that prevailed here, because the ferocity and ruthlessness of hungry predators certainly lurked in this area as well as in the forests.
Despite all this, this mountain is a memorial of will, because centuries ago a village was founded here that bore the name of Tergaron and since then it has been owned by family Dreydan. Famous for its unique culture, the devotion to wolves and the famous fields of wines that could be seen along the farm, there was also a breed of horses that was especially robust and cultivated to withstand the roughness of these lands.
The world was engulfed by the rustic wilderness, hardly explored and left in all this time to the natural protection of Mother Nature. It is an area full of possibilities, full of wildness waiting to be discovered, while the old fir, maple and oak trees covered the land, broken by a huge majestic mountain that called Mount Blaimore. Single clearings invited for a rest after a long journey and yet this land was dedicated to wilderness, harboring the dangers that lay dormant in the woods. Traces of ruins of a forgotten civilization were devoured by the breath of time, leaving the stories and myths surrounding this place only in a vague memory.
Only a few paths led through this wild and untouched beauty of nature, connecting to the area around the Shattered Caverns, which carried a unique history and was home to wild and untamed ferals. The few paths led through the systems of caverns and forests, showing few traces of trade between Sinder and the village of Tergaron.
A respectful interaction should be common and who does not observe this, threatens the reprimand from this area. It should always be asked first if you want to join an RP, this is called decency and should be a basic requirement.
For single deans or homes, the Lycaon Cave or the Twilight Cavern is considered or in the mountains the village of Tergaron, however this is not 100% fixed and can always be discussed with Anouk Blamore.
Just wanted to add my support to this. The whole purpose of my area, the Shattered Caverns within the Wilderness, is to provide more of a vast open space that one can get lost in. A wilderness should be vast and empty of all except the beauty of nature and those who choose to explore it. Or at least, that was my intent with it. Based on the feedback I have gotten from many different players that have wandered in over the past year or so, it seems to do that very well.
Finally, the Shattered Caverns expansion is officially open and I invite you all to take the time to explore the new area. Adventures and beautiful moments await you, while you can enjoy the idyll of a small village, get lost in the woods or explore cave systems.
Civilization IV uses the 4X empire-building model for turn-based strategy gameplay, in which the player's main objective is to construct a civilization from limited initial resources. Most standard full-length games start the player with a settler unit and/or a city unit in the year 4000 BC. As with other games in the series, there are by default five objectives the player can pursue in order to finish the game: conquering all other civilizations, controlling a supermajority of the game world's land and population, building and sending the first sleeper ship to the Alpha Centauri star system, increasing the "Culture ratings" of at least three different cities to "legendary" levels, or winning a "World Leader" popularity contest by the United Nations. If the time limit for the game is reached and none of the previous goals has been fulfilled by any players including game AI players, the civilization with the highest total game score is declared winner. A large departure from earlier Civilization games is a new graphics engine created from scratch, based on the Gamebryo engine by Numerical Design Limited (NDL).
The game has received critical acclaim and was hailed as an exemplary product of one of the leading video game producers in the turn-based strategy genre, and has been listed as one of the best video games of all time. Civilization IV sold over 3 million copies by 2008 and won multiple awards, including several Game of the Year awards. Its title song, "Baba Yetu", was the first piece of video game music to win a Grammy Award. Two major expansions were released, Civilization IV: Warlords and Civilization IV: Beyond the Sword, as well as the stand-alone expansion pack Civilization IV: Colonization, which were all combined in 2009 into one release edition titled Sid Meier's Civilization IV: The Complete Edition.
Civilization IV follows some of the 4X model of turn-based strategy games, a genre in which players control an empire and "explore, expand, exploit, and exterminate", by having the player attempt to lead a modest group of people from a base with initially scarce resources into a successful empire or civilization.[3][4] The condition for winning the game is accomplished through one of the five ways: militarily defeating all other civilizations in the game world, controlling over two-thirds of the game world's land and population, building the first spaceship in the Space Age and sending it to Alpha Centauri, having the most dominant Culture ratings over other civilizations, or becoming "World Leader" through the United Nations votes.[5] Additionally, there are multiple game scores for each civilization throughout the game based on the actions of each civilization and a number of different factors, allowing for a win condition based on the total of these points if the game timer runs out. The game can be played in multiple modes: as a single player facing against one or more computer-controlled opponents, in hot seat mode, or through online multiplayer games.[6]
As with other turn-based strategy video games, the player can customize the look and feel of their game world as well as the difficulty of any game AI players before the game starts. Each map space has a terrain type, such as plains, tundra, or desert, that affects the available resources players can extract from their environments and the movements of certain units through that terrain. The player is then given a total of 18 different civilizations to choose from, each with their own pros and cons, plus a leader avatar, an initial set of civilization technology, and any units unique to that civilization. When the game starts, however, it chooses random locations to place across a predefined square grid map. Like other strategy games, Civilization IV has a fog of war feature, in which unexplored territory remains darkened and territories without any units stationed on its designated square is shaded with darker colors.[7]
Most units that the player can generate and use are military units, with certain attributes such as combat strength and movement rate particular to each military type. Each unit can gain experience through combat, which later translates into promotions that the player can use to assign military units new bonuses.[5] Initially, most combat takes place on land, but further advancements in the game's technology tree can allow the player to build ships and planes with which to fight battles on sea and in the air. Any number of units can be stacked onto a single space and move as a group if so assigned, but the overall combat phase is resolved by one-on-one unit battles.
Combat is initiated when moving military units are moved onto the square occupied by an opposing force's military units and cities, and combat is then resolved with calculating statistics of each unit combined with some random chance. Defeated units are removed from the game (apart from workers and settlers, which are captured by the attacking force), and any attacking units that are able to defeat the last defending military unit on a space will move to occupy that space. If the space is occupied by a city the player may choose to occupy and capture the city as their own or raze it. Other than combat, military units can also be assigned to fortify a specific space, perform sentry duties, destroy enemy city improvements, or explore the game world.
Non-military units include settlers who are used to found cities, workers who are used to improve space and gather resources, spies who can perform counterintelligence and espionage, and religious missionaries who can be sent to convert different civilizations and cities. Also, with the Beyond the Sword expansion, new units are added such as executives, who can spread corporations to new cities. Throughout the game, players may also generate a special unit called a "Great Person". These are named after historical figures and can be used for one-time advantage boosts in various ways; examples include Great Engineers who increase overall production levels and Great Scientists who improve technology. Assigning inhabitants of cities to work as 'specialists' (scientists, engineers, artists, spies, merchants or priests), building certain wonders or discovering certain technologies can improve the rate at which Great People are generated. Great Generals are generated when a player's forces achieve a certain number of victories, and can be used either to give a small amount of extra experience to all units trained in a city, or a very high level of experience to one unit. However, like other units, Great People of all kinds can be attacked and killed before the players can use them.[6]
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