Across this world many people wander, small groups, packs really that are beginning to join together to form tribes. It is the Dawn, the Beginning of Civilization. On this world one tribe in particular has a story to tell. A tribe that looks to you for leadership. This is their tale.
Welcome to Dawn of Civilizations a Fantasy CK2 style quest. You the players will be in charge of a single tribe at first, at a time when the transition from a few individuals to actual groups is starting. It will be up to you to determine how your civilization develops, how it governs, are you traders or warriors? Who do you worship, what paths of magic do you pursue? The choice is yours.
First Chose who you will be:
Children of the Earth: At home in the mountains and hills, the Children of the Earth are sturdy and unrelenting and have an affinity to stone and metal.
-Affinity to Earth magic
-Bonus to learning stone and metal crafting
-Starting area likely to be good in both stone and metal resources, poorer in traditional food
Children of the Forest: The woods are your home. You know your area, every tree and shrub, every animal that may pass. Nimble and quick, you can hide from those that would stomp through the forest.
-Affinity to Wood magic
-Bonus to learning wood crafting
-Starting area likely to be good in wood resources and good hunting and gathering for food
Children of the Plains: Let others have their hills, their forests and their swamps. You have the wide open plains for your home. Able to see your foes coming, they will not see you in the tall grass.
-Affinity to Air magic
-Bonus to husbandry
-Starting area can have all resources, excellent hunting and gathering
Children of the Swamps: Damp and murky waters make your home. Most avoid it but for you and your people you thrive. Gliding through the water with webbed hands those who would encroach on your lands will be taken unawares.
-Affinity to Water magic
-Bonus to medicinal plants
-Starting area has excellent food potential, good for herb resources
Notes on starting bonuses: These are initial traits but can change as your civilization evolves, they may be strengthed or weakened or even lost while new traits can be gained. As for the starting area all will be balanced against each other, just each one has a tendency to excel at one area more than the others.
Voting is now open
A bit on the setting their is magic, and there are divine powers though it will be up to you to determine what path of worship and who your tribe will worship. However magic tends to be more powerful when done through long term rituals or enchantments as opposed to trying to throw a fireball. A good combat mage and a good warrior with the same length of training should be 50/50, though this can change depending on the path your tribe takes and what they learn.
Also as this is in the early days on a fantasy world expect shorter life spans that can increase as your civilization develops. Please let me know if you have any other questions.