Pick race and location
>>6143755you may select a starting location on this map as well if you please
>>6143755Is this actually a real Civ quest?I just assume anyone who posts that image to start their thread is trolling these days; because any civs generated using it never go anywhere and the threads always die without follow-up.
>>6143755Humans.
>>6143814Holy shit, shut the fuck up.
>>6143837So that would be a yes?
You are Erlund the warchief of the Rotari, a water people that developed boats early on and colonized an area of rugged coastland with hundreds of thousands of small islandsYhe capital city is called Skadvar, which just happens to be the name of your wife as wellThe civil government of the cities is matriarchial with a war council formed only by men, the reason being the women administer and defend the city while the men are out raidingSince acquiring resources in this frozen land is very difficult, and your skill with boats is superior, you just boat around in the summer to raid your weaker neighbours and plunder all their wealth, sometimes burning cities to the ground when they displease youYour knowledge of the coastal cities is excellent, though you know next to nothing about what lies deeper in the countryside, for you never go thereWith your marriage to Skadvar, you managed to secure your position as the wealthiest warrior, and thus was selected as warchiefYou possess your very own Dragon Ship, a massive longboat for 100 crewmembers, that your wife's mother had custom built for you when you married her daughter.Besides this, you command a fleet of 20 Warships, each carrying up to 50 men. All of the officers of these ships are considered Nobility by the law of the land, and your rank as warchief is equivalent to that of a King.The town also has hundreds of smaller Merchant Ships, that can carry up to 20 men, that sometimes accompany biggers raids to carry extra loot, but usually are used for day to day commerce and transportation within the city and neighbouring smaller settlements and isolated villas.Usually you skip raiding your powerful southern neighbour, a plainland tribe of fierce warriors. They know next to nothing about boating, but they could totally reach your territory by land and wreak havoc, albeit conquering all the islands might be beyond their current capabilities.
>>6143880Their cities are:Burgheim: their capital. It is separated from your lands by nearly impassable mountains, that can sometimes be traversed safely in particularly warm summers. Home to enormous amounts of warriors, the plunder there would be good in terms of weapons and women, if it weren't for the fact that you'd have to pry every weapon from the cold dead hands of someone, and steal every women after murdering their families. Big inconvenience.Lichtenfels: separated from your land by a vast forest, this land is home to a very large amount of archers. They build palisade fortresses around their camps and have nearly limitless ammunition. Not a good time raiding them, but if successful you would find many fancy tools and all the top quality lumber you cared to haul back.Dunkelwald: for some reason, they are chronically out of women. They will trade all manners of commodities made in the countryside for women and women only - they don't seem to need anything else. Since they have such a large surplus of men, their town is always well defended. The loot would be good, but is it worth it enraging your powerful neighbour?Kriegstal: the military capital. Lots and lots of warriors. Ressupplied by unknown inland towns. Very dangerous. Extremelly good loot, if you could raid them successfully, but again, would immediately anger your powerful neighbour.Wolfsgrun: these people raise wolves in large scale for some reason. The place is always full of wolf cubs and wolf pelts. Relatively poorly defended.Schwarzhafen: a pirate port, all are welcome there to trade, but if they consider you too weak you might be killed, enslaved or wors
>>6143882Your other neighbours are weak and you raid them often. Their knowledge of boats is inferior to yours so they are often unable to counter raid:Frostheim: a city full of the most beautiful women you ever saw, with very few men. They know some powerful magic tricks, but you can always send a few fast boats to simply snag a few women and flee before they can attack you. The place is some sort of sanctuary.Skaldvik: the women are gorgeous here as well, but the city is better defended. They spend more time singing than preparing for war though. They brew a blue beer that you think is made from some kind of underground fungus. It is delicious and very coveted in the south. Sometimes they offer us tributes in beer for us to not raid them nor steal their women. We feel no obligation to accept.Thrymgard: a highly militaristic city. They are mad at us for stealing women. They don't have good boats though, so that's their problem. In there you can loot lots of good metal weapons and armor. The battles are fierce, but those womanly looking men aren't as strong as your own men, so the battle usually goes in your favor.Valkhavn: another weird sanctuary, but this one has both men and women in similar numbers, plus lots of old people. They have libraries, they make books for some reason. They get mad when we burn it, but they are weak and can't do anything about it. Very poorly defended.Eryndor: the city is full of some weird dead magic animals that glow in the dark. their light lasts for years. Excellent plunder. Weak men, beautiful women. They are all lanky and point eared. Some call them Elves. They are lethal with bows though, so going inland is not adviseable.Mythalora: a massive fortress with the only navy that could possibly stand up to yours in these lands. Maybe. Their ships are massive merchant ships. You fancy capturing one or more of them, they are really big. Well defended. Lots of fancy elvish crafts can be looted here, besides beautiful elf women and some precious metals and gems.Thalrion: it is almost impossible to dock here, the place is a cliff. But the city itself is poorly defended, only a few archers. Lots of beautiful elf women, and they have a silver mine so tons of silver to be had.
>>6143883These people live far away, but they are also poorly defended. When you raid them, hardly ever you have any extra time to raid anyone else, due to the distance.Valcroix: some kind of sanctuary. Poorly defended. Only has ugly and old men. You usually get your food here. They pack it in massive granaries. When they refuse to give you food, you either kill a bunch of them or torch the place, depending on whether you need the food or not.Clairvigne: A pleasant city with pleasant people, they make wine and olive oil. Ridiculous amounts of both. So you raid them often. What do they even need all that stuff for anyway? Poorly defended.Lunebourg: somewhat well defended, it is a massive river metropolis. Though your men would tire before killing everyone there, you usually start a fire as a distraction and then pillage all you can in the confusion. Good and varied loot.Rivemont: Their capital. Ridiculous amounts of people packed tightly together. They seem to fuel their lifestyle through trade. Well defended, but sometimes you can pull the same stunt as with lunebourg. Fabulously wealthy.
>>6143884The great hall of Skadvar was alive with the scent of brine and smoke. Warriors crowded the long oak tables, their faces shadowed by the flickering light of whale-oil lamps. At the head of the room, Erlund the Warchief sat, a towering figure clad in wolf pelts, his hand resting on the hilt of his ornate sword. His wife, Skadvar, the namesake of their city and its true ruler in civil matters, observed silently from a balcony above, a faint smile on her lips. Erlund pounded his fist on the table, silencing the din of conversation. "Men of Skadvar! The winter stores are low, and the forge fires have been too quiet. I will not see our people weakened before the next frost! Speak now—what do we lack most?" The women council produces a report explaining what we are lacking:Iron and Steel: The forges need metal for weapons and tools. The stockpile is dangerously low after repairing the fleet. Provisions: With summer's fleeting harvest insufficient, grain, cured meat, and other sustenance are critical to survive the next winter. Exotic Goods: The southern traders are growing wary of your raids, and the women demand finer crafts and baubles to keep the peace in the matriarchal council.
>>6143886The warriors erupted into a chorus of opinions. "Thrymgard! Our men will be better armed if we strike there!" bellowed Sven, captain of the *Iron Wolf*. "No! Valcroix is ripe for the taking, and their food will fill our bellies," countered Olaf, leader of the *Stormbreaker*. A younger warrior, Bjorn, raised his voice. "Eryndor is dangerous, but the glowing hides and elf trinkets would be a prize unlike any other! The matriarchs will love it!" You leaned back, listening, his icy blue eyes scanning the room. When the shouting subsided, you raised your hand. "This is no time for foolish squabbles. Speak wisely, for our choice will shape our strength this season." What will you decide?> Thrymgard (Iron and Weapons) Fierce warriors and well-equipped, but their lack of proper ships makes them vulnerable on the coast. This raid would replenish the forges and your armory, though it may cost many lives. > Valcroix (Provisions) This distant sanctuary is poorly defended and holds vast granaries. A raid here would secure food, but it would consume time and prevent other nearby raids this season. > Wolfsgrün (Pelts and Tools) A lightly defended settlement with an abundance of wolf pelts and tools made from wolf bones and hides. This raid would be low risk and yield decent spoils. > Eryndor (Exotic Goods and Women) The city of glowing animals and beautiful, mysterious women. While dangerous due to their lethal bows, the reward in exotic goods, glowing pelts, and captives could placate the matriarchs. > Lichtenfels (Lumber and Tools) Heavily fortified and brimming with archers, but rich in high-quality lumber and tools. A successful raid would provide critical resources to repair and expand the fleet. > Schwarzhafen (Trade and Opportunity) Not a raid, but a bold venture. If the pirate port sees your fleet as strong enough, trading for exotic goods and tools might be safer and faster than raiding elsewhere.Determine also size of the fleet you're going to send, the larger the fleet the more resources you spend.
>>6143889>> Eryndor (Exotic Goods and Women) The city of glowing animals and beautiful, mysterious women. While dangerous due to their lethal bows, the reward in exotic goods, glowing pelts, and captives could placate the matriarchs.We could trade women we capture to Dunkelwald for they have no mistresses. Send a mid-sized fleet we'll target their coastal areas.
>>6143958Support
>>6144216>>6143958The great hall fell silent as Erlund the Warchief rose to his feet. His presence was commanding, his shadow stretching long across the banners of Skadvar that hung above. The warriors leaned forward in anticipation, their faces eager yet tense under the flickering firelight. Skadvar herself, seated on the upper balcony with a circle of matriarchs, sipped calmly from a goblet of blue beer, her eyes gleaming with curiosity as she watched her husband prepare to speak. Erlund’s voice was deep and steady, like the rhythm of the sea against the rocks. "Eryndor," he began, letting the name hang in the air. "A city of pale, point-eared folk who dwell beneath the glow of strange beasts and moonlight. Their light lasts for years, guiding ships and inspiring awe in all who see it. Their women are beautiful, their crafts exotic, and their wealth is like none other on these shores." The room buzzed with murmurs of agreement. Erlund slammed his fist onto the oak table, silencing them. "But they are not without their bite. Their bows are swift and deadly, and they know their land better than we ever will. This will not be a raid for the faint-hearted. It will take skill, cunning, and a willingness to face death. Will you follow me?" A silence lingered, then erupted into cheers. "Aye! To Eryndor!" shouted Sven, his scarred face alight with anticipation. "Let us take their glowing pelts and burn their towers!" Olaf laughed, his broad shoulders shaking. "The pointy-eared men shoot arrows like angry wasps, but they shatter like glass in our grip. Their women will weep for mercy when we come ashore!" Bjorn, the younger warrior, stood with a somber expression. "If we go, Warchief, we must plan carefully. Their archers will bleed us dry before we reach their gates if we aren’t prepared." Erlund nodded approvingly. "Wise words, Bjorn. We’ll strike at dawn when the sun blinds their watchmen. We’ll split into three waves—one to draw their fire, one to scale the cliffs, and one to storm their docks. We take what we need swiftly, then retreat before their forest tricks can trap us. Sven, you’ll lead the diversion. Olaf, ready the scaling ropes." A roar of approval filled the hall, and the plan was set. The warriors left to prepare their ships, while Erlund climbed the stone stairs to the balcony where Skadvar waited. She smiled knowingly. "You’ve chosen a bold target, husband. The matriarchs will either praise your courage or curse your recklessness." Erlund grinned, his hand brushing the hilt of his sword. "If we return with their glowing pelts and treasure, they will have no complaints."
>>6144848Roll a d6 to determine the sea conditions during the raid: 1. Calm Waters: The sea is eerily still, the ships glide effortlessly. Visibility is perfect, but the lack of wind makes escape slower if things go awry. 2. Gentle Breeze: Ideal conditions. The ships sail smoothly, with steady winds and clear skies aiding navigation. 3. Misty Morning: A thick fog cloaks the fleet, reducing visibility but providing excellent cover from enemy scouts. 4. Choppy Seas: Moderate waves rock the ships, slowing progress. Archery becomes less effective due to the constant motion. 5. Storm Winds: Fierce gusts batter the sails, making steering difficult. Some ships risk capsizing, and the raid is delayed. 6. Howling Tempest: A raging storm forces the fleet to halt. Lightning cracks the sky, and morale suffers as men struggle to keep their vessels afloat. > Weather Conditions: Misty Morning (+1 to all rolls due to surprise advantage). Choppy Seas (-1 to all rolls due to difficulty maneuvering). Storm Winds (-2 to all rolls; groups may suffer heavy losses just approaching the city). > Preparation and Leadership: You may choose to designate your best warriors to one of the groups instead of dividing them evenly, adding +1 to the rolls of said group. You may choose to leave your best warriors home. They will be well rested for a second campaign this season, but you get -1 on all relevant rolls. You may choose to parlay with the elves instead of doing a surprise attack. All combat rolls get -1, but you may be able to secure a deal.
>>6144849> Diversionary Force (Sven’s Group) Objective: Draw enemy archers’ attention and create chaos to allow other groups to advance. 1 Disastrous: The diversion fails completely. The archers quickly realize the ruse and refocus on the other groups. Heavy casualties. (Lose 30% of warriors.) 2 Poor: The diversion draws only partial attention. Some archers remain focused on the cliffs and docks. Moderate losses. (Lose 20% of warriors.) 3-4 Mixed: The diversion succeeds temporarily, but the archers eventually shift their focus. (Lose 10% of warriors.) 5 Good: The diversion creates significant chaos, drawing the majority of the archers’ fire. Few casualties. (Lose 5% of warriors.) 6 Exceptional: The diversion is a complete success. The archers are fully distracted, allowing the other groups to advance unimpeded. (No losses.) > Cliff Assault Force (Olaf’s Group) Objective: Scale the cliffs and flank the defenders. 1 Disastrous: The cliffs prove too difficult to scale. Many men fall to their deaths or are picked off by archers. The group fails to establish a foothold. (Lose 50% of warriors.) 2 Poor: The group struggles to climb. Several men are lost to arrows, and the survivors are delayed. (Lose 30% of warriors.) 3-4 Mixed: The group successfully scales the cliffs but sustains casualties in the process. They establish a foothold but lose momentum. (Lose 20% of warriors.) 5 Good: The climb is challenging but successful. The group flanks the defenders with minimal losses. (Lose 10% of warriors.) 6 Exceptional: The group scales the cliffs swiftly and silently, catching the defenders completely off guard. (No losses.) > Dock Raiders (Erlund’s Group) Objective: Storm the docks, secure ships, and loot the glowing pelts and other treasures. 1 Disastrous: The docks are heavily defended, and the attackers are repelled. Several ships are damaged, and the raid is called off. (Lose 40% of warriors.) 2 Poor: The docks are taken, but at a heavy cost. The group secures limited loot before retreating under pressure. (Lose 30% of warriors.) 3-4 Mixed: The docks are taken after a bloody battle. Loot is secured, but casualties mount. (Lose 20% of warriors, gain moderate loot.) 5 Good: The docks fall quickly, and the group gathers a substantial amount of loot. Few losses. (Lose 10% of warriors, gain substantial loot.) 6 Exceptional: The docks are captured with ease, and the group secures an immense hoard of glowing pelts, exotic crafts, and prisoners. (No losses, gain maximum loot.)
Rolled 3 (1d6)>>6144849You may choose to designate your best warriors to one of the groups instead of dividing them evenly, adding +1 to the rolls of said group.Send the vets with Olaf.
>>6144889alright, you may roll 1d6 for each force.Sven's Group +1 bonusOlaf's Group +2 bonusErlund'd Group +1 bonus
Rolled 3, 1, 2 = 6 (3d6)>>6144902
>>6144889>>6144902>>6144934The sea had been calm, an eerie silence surrounding the fleet as Erlund's ships cut through the mist that veiled the dawn. Sven’s diversionary force, which had set out first, had done its job—sort of. The archers of Eryndor had been lured, but not fully distracted. Sven’s warriors had fought valiantly, causing chaos along the shoreline, but they had suffered under a barrage of arrows. Their casualties were light—about 10% of their number—but their distractions had only delayed the inevitable clash. A few men were lost to arrows, and one ship was scorched by flaming projectiles, but the diversion had nonetheless opened the path.Erlund watched from the bow of his Dragon Ship, his keen eyes focused on the cliffs rising before them. He barked orders to the crew, his voice cutting through the fog like a blade. "Prepare to land, and keep your wits sharp!" he commanded, his expression grim. The men murmured in agreement, preparing their weapons and climbing gear for the assault ahead.Olaf’s group, led by the burly warrior, struggled with the scaling of the cliffs. They had faced initial resistance from Eryndor’s archers, but despite the arrows raining down from above, Olaf led his men with reckless courage. A few men had fallen, lost to the sharp cliffs or the precision of the archers' deadly shots, but they had gained a foothold on the ledge after a hard-fought battle. The men, weary but resolute, found a narrow path that led behind the city’s defenses. With bloody hands and scowling faces, they set to work carving a path for the others.The port had been Erlund’s main objective all along, and despite the chaos that had ensued, he knew it was time to move. He leapt to the shore with a handful of his most trusted men, charging forward toward the gates. The city's walls were poorly defended in this early morning hour—many defenders still recovering from their battle with Sven’s group. Erlund grinned, feeling the weight of the axe in his hand as he waded ashore, his warriors close behind him.“Take what you can, but don’t linger,” Erlund roared, his voice booming like thunder. “The women, the gold, the silver—fill your packs!” His warriors surged forward, rushing into the port like wolves among sheep.The first houses they breached were nothing more than wooden structures, and within minutes, they had looted every bit of treasure they could find—beautiful silver jewelry, shining weapons, and chests of precious goods. But what truly caught Erlund’s attention was the women—pale-skinned and fragile, their faces filled with fear as the warriors crashed through their doors. The women screamed, some begging for mercy, others trying to fight back with whatever they could find. But Erlund’s men were ruthless.
>>6145726In the chaos, Erlund himself grabbed a woman by the arm, his fierce eyes scanning her face. "You’ll make a fine prize," he growled before handing her off to one of his warriors to take aboard the ship. The rest of his warriors followed suit, scooping up women and loot with equal disregard. It was the only way to ensure that their victory was complete. Women were stolen, treasures were hoarded, and the port turned into a twisted scene of chaos and desperation.The battle inside the city was fierce, but Erlund’s warriors were seasoned fighters. Still, the Eryndorans were not without their fight. The defenders, though initially caught off guard, were now rallying. Shouts of fury rang through the streets, and soon, the sound of Eryndor’s counteroffensive could be heard echoing off the stone walls."We've drawn too much attention," Olaf shouted, his voice tinged with urgency as he regrouped with Erlund on the dock. "We need to leave before their forces cut us off!"Erlund’s eyes narrowed as he scanned the streets, his hand resting on the hilt of his sword. "We’ve come for riches, not a prolonged battle. But I’ll be damned if we leave empty-handed." His voice was harsh, decisive. "Get the ships ready. If we’re going, we go with everything we can carry."At that moment, a shout rang out from the harbor, followed by the thundering of boots. Eryndor’s soldiers were coming—more organized now, their archers advancing, the warriors rallying around their captain. The storm of arrows picked up again, and the warriors of Skadvar ducked behind the crates and barrels they had ransacked. Time was running short.As the first arrows whizzed past his head, Erlund’s gaze swept over the chaos around him. His heart raced with the thrill of battle, but his mind calculated, weighing his options with the cold precision of a commander.> Try to Sneak into Their Palace to Snag Noblewomen> Cut Your Losses, Get into the Boats, and Sail Away with Your Loot> Get Greedy and Seek to Fill Up Your Boats with More Loot> Seek Some Particular Kind of Loot (Specify)> Burn Down Their City> Write in
>>6145729A detachment of light troops will set fires between us and any remaining approaches for enemy advance, then screen for us, delaying and retreating, squads of 4 threatening and disappearing into the buildings, rather than engaging directly. The hardest of our guys should be engaging the forces currently engaging us. Everyone else is either loading up what we've got or searching for these magical beast pelts, slap these elves around a bit, scare em, get the info out of them.
>>6145729>> Get Greedy and Seek to Fill Up Your Boats with More Loot
>>6145729> Try to Sneak into Their Palace to Snag Noblewomen
Rolled 1 (1d3)>>61457451 - skirmish and seek magical beast pelts2 - get greedy3 - snag noblewomen
>>6146308Erlund paced along the sandy beachhead, his boots crunching against the pebbles, his face drawn tight in thought. The port city of Eryndor loomed in disarray behind him—columns of smoke rose into the air where fires burned in the chaos, and the shouts of battle echoed from narrow streets and high cliffs. His men looked to him for orders, some clutching their wounds, others restless for further commands."The elves are regrouping," Olaf growled, wiping a streak of blood from his axe. His face bore a grim expression. "They’re smarter than we thought. If we stay clumped together, we’ll be surrounded like cornered wolves."Erlund nodded, his icy gaze fixed on the enemy lines forming in the distance. “Then we don’t stay together.” His voice carried the weight of authority, and the men nearest to him straightened instinctively. "We’ll split into small groups. Harass them. Bleed them. Make them think we’re everywhere at once." He turned to Sven, a tall, wiry man with a face weathered by years of raiding. “Take your men into the cliffs and keep those archers busy. I want them looking over their shoulders, not raining hell on us.”Sven grinned, his teeth flashing like a wolf’s. “Aye, warchief. They’ll wish their bows were swords by the time we’re through with them.”“Olaf,” Erlund continued, turning to the burly warrior at his side. “Take your group into the eastern alleys. Hit them where they gather, but don’t engage too long. If they chase, lead them in circles. Keep them busy.”“Aye,” Olaf replied with a curt nod, hefting his axe. “We’ll carve some fear into their ranks.”Erlund’s gaze swept over the battlefield once more before addressing the rest of his warriors. “The rest of you, with me. We’re after the glowing pelts. You’ve seen them, lighting up their streets and halls like stars. They’ll fetch more wealth than any coin or jewel.”A murmur of approval ran through the men, though some shifted uneasily. “Erlund,” one of them began, “those beasts… they say they’re enchanted. Dangerous.”Erlund silenced him with a sharp glare. “Good. Let them be dangerous. That’s why we’re here—to take what no one else dares.” He raised his axe, its blade gleaming. “Now move! For Skadvar!”The warriors roared in reply, their voices echoing off the cliffs as they scattered into their assigned groups.
>>6146316Roll 1d6 for each group to determine their success. Sven's Group - Skirmish in the Cliffs1. Catastrophic Failure: Sven’s group is ambushed. Half of his men are killed by elven arrows, their bodies lost to the cliffs. Survivors flee back to the beach in disarray. 2. Heavy Losses: The elves outmaneuver Sven’s group, using their intimate knowledge of the terrain. A third of his men are killed, though they manage to hold the elves off long enough for a partial retreat. 3. Mixed Success: Sven’s group is bloodied, losing 20% of their warriors, but they succeed in keeping the elven archers occupied. Sporadic skirmishes keep the enemy distracted. 4. Solid Success: The skirmish ties up the elven archers for hours. Sven loses only a few men, and the group disrupts elven formations significantly. 5. Great Success: Sven’s group outmaneuvers the elves, cutting down many archers while losing only a handful of warriors. The enemy’s ranged capability is severely crippled. 6. Heroic Success: Sven leads a masterful ambush, slaughtering an entire contingent of archers. The cliffs fall silent, and the elves are too disorganized to counter. Olaf's Group - Skirmish in the Eastern Alleys1. Catastrophic Failure: Olaf’s group is cornered in a dead-end alley and massacred. Only a few bloodied survivors manage to escape. 2. Heavy Losses: The elves ambush Olaf’s men in the tight alleys, killing nearly half before the group retreats. They barely disrupt the enemy. 3. Mixed Success: Olaf’s group suffers moderate casualties but manages to keep the elves’ attention for a time. Their movements buy precious minutes. 4. Solid Success: Olaf’s group harasses the enemy effectively, losing only a handful of men while forcing the elves to chase them in circles. 5. Great Success: Olaf’s group sows chaos in the alleys, ambushing several elven patrols and slaying many. Their losses are minimal, and the enemy is left scrambling. 6. Heroic Success: Olaf’s men fight like cornered bears, crushing the enemy forces in the alleys. The elves abandon this part of the city in disarray.
Rolled 2, 4, 6 = 12 (3d6)>>6146317Erlund's Group - Hunting for Magical Pelts1. Catastrophic Failure: The glowing beasts are fiercely guarded by elite elven warriors. Half of Erlund’s men are killed in a brutal ambush, and no pelts are recovered. 2. Heavy Losses: Erlund’s group finds the magical beasts, but the elves defend them ferociously. A third of his men are killed, and only a few pelts are taken before retreating. 3. Mixed Success: Erlund and his men recover a small number of glowing pelts but suffer significant casualties in the process. 20% of the group is lost. 4. Solid Success: Erlund’s group fights through light resistance and successfully captures several glowing pelts. Casualties are minimal. 5. Great Success: The group locates a trove of glowing pelts guarded by only a handful of elves. They return with a bountiful haul and minimal losses. 6. Heroic Success: Erlund’s group not only retrieves a massive stash of glowing pelts but also uncovers a hidden treasure trove of elven silver. Losses are negligible.Modifiers:Olaf's group has +1 on its rolls due to veteran warriors.Extraordinary effort: You may roll one extra dice, and this fourth dice you can swap with any roll (your or the enemy), but if you don't retreat next turn all your rolls will receive a -1.The elves are rallying to defend their home with discipline, deadly precision, and intimate knowledge of the terrain. Their rolls (1d6 per group) will affect the outcomes for Sven, Olaf, and Erlund's groups as follows:(I will roll 3d6) 1d6 for Each Elven Group Engaging Sven, Olaf, and Erlund1. Catastrophic Failure: The elven forces are caught off guard and fragmented. Their resistance is weak, and their formations collapse in confusion. Sven, Olaf, and Erlund’s groups face minimal resistance and gain significant advantages. Modify target groups' rolls +2. 2. Heavy Losses: The elves attempt to counterattack but suffer devastating casualties, weakening their effectiveness. Resistance is still present but limited. Modify target groups' rolls +1. 3. Mixed Success: The elves put up a decent fight. While they don’t overwhelm the attackers, they slow them down and inflict some casualties. No modifiers to target groups' rolls.4. Solid Success: The elves use their terrain and superior coordination to good effect, inflicting significant casualties on the attackers. Modify target groups' rolls -1.5. Great Success: The elven defenders rally and execute a well-planned counterattack, pushing the attackers back and exacting a bloody toll. Modify target groups' rolls -2.6. Heroic Success: The elves fight with a ferocity and cunning that far exceeds expectations, ambushing the attackers and driving them into disarray. Modify target groups' rolls -3.
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