Dawn of Civilization (CK2 quest)

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Across this world many people wander, small groups, packs really that are beginning to join...
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USA
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.
 
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Game Mechanics
Game Mechanics
Actions-like most CK2 quests you will have actions in different categories, however to take these actions you have to assign action dice to them from your pool. In doing so you can chose to concentrate on some categories at the expense of others. You may gain bonus dice that are restricted in what categories they can be used on.

Resources-
Food is what keeps your people alive and is needed to grow and expand. Livestock generally do not require food outside bad events like drought but other animals will. Based on food levels you will have a bonus or penalty to growth and happiness.

Wealth- A catch all of raw material, finished goods, labors and actual coin wealth (once you reach that stage). This is used to pay for actions and upkeep.

Resource levels-
Currently you are able to use stone, wood, and herbs. Based on your terrain and actions taken there will be different levels available so in the mountains with a quarry you may have Stone-High which allows the use of stone for construction, and since it is High you can do multiple stone projects in a turn, or one mega project. Different actions will lock and unlock based on resource level, resource level can also impact project length. A stone wall for someone with a high stone resource level will take less time than someone with a low level as the low level will need multiple turns to acquire the stone needed for the project.

Magic- At the start you have no magic but can unlock it through the game. There are two sources: Arcane and Divine. Also this is a low to mid fantasy setting with the mid levels coming from rituals and other long term magic. Quick casting magic is lower in power and more difficult. Expect a magic arrow to be the extent of your early casting, very useful but not to the point that non magic users can't compete.

Arcane magic draws upon the energy present in the world and shapes it to the mages desires.
Divine magic pulls on the favor of the divine, be they regional gods, the strength of your ancestors or concepts such as the Wild or the Elements.
 
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Character Sheet
Character Sheet


Name: Krug
Race: Dwarf
Gender: Male
Age: 23


Martial 15 + 1 = 16 When it comes to leading the hunt you are the best in the tribe.
Diplomacy 11 + 1 - 2 = 10 People listen to you, despite how uncomfortable you can feel.
Stewardship 12 + 1 = 13 Under your guidance only the worst conditions see a shortage.
Intrigue 12 + 1 = 13 When it comes to tracking prey and ambushing it few amongst the tribe can keep up with you.
Learning 8 + 1 = 9 You posses wisdom and a desire to find new magic, though others may be better.
Piety 9 + 1 = 10 There is something more to this world than just your people and their existence. You begin to question where your people came from.
Combat 7 + 0 = 7 No slouch as a hunter, though it is often best for your companions to strike the blow.
Magic 12 + 2 = 14 Amongst the stone of your home, you feel a connection to something more. Potential energy waiting to be tapped flows within you.

Prestige

Traits
Keen: You are more aware than most of your kind. +1 All Main Stats, Inheritable
Gifted: Few posses magic, and for those that do it takes a lifetime to control a small amount of power. Except for the chosen few such as yourself. +2 Magic, Inheritable, Magic Starts unlocked for Character
Shy: Uncomfortable with others, this makes talking more difficult. -2 Diplomacy

Equipment
 
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State of the Realm
State of your Civilization

Clan Khazad

Tiles Controlled: 1 (Mountain)
Action Dice: 5
Personal Dice: 1
Clan Opinion 7/10

Resources

Food-Average
Wealth-None
Stone-Abundant
Wood-Average
Herbs-Low
Metals-Locked

Food Reserves- 1/2 year

Special Resources-None

Buildings
None

People
Population-51
Gifted magic users-2
Magic users-5

Advances

Tech-

Fire
Primitive Tools
Primitive Weapons
Primitive Buildings
Primitive Food Preservation
Primitive Hunting and Gathering
Materials-Stone, Wood

Magic-
None
 
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As much as I want to go for mountain people, plains give the best starting point as a good basis for civilization.

[X] Children of the plains.
 
Why not the Plains?

Cavalry is glorious be it the charge of Heavy Shock Cav or the constant annoyance that is Horse Mounted Skirmishers! The earth will quake at the sound of their hooves!

Not to mention that an open plain is the perfect terrain for fancy maneuvers.
 
[X] Children of the plains.

Funnily enough, I was considering a Fantasy CK2 quest that started exactly like this (but with race selection in place of environment.)
 
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