Dawn of Civilization (CK2 quest)

@Void Stalker, I have a question. Are the "affinities" for magics binding or are they just bonuses towards that sort of magic?

If the affinities are going to be hugely important, I think we should consider going with the Swamps (even if they don't sound like the greatest starting point for a civilization). Water magic is huge in city building and in empire scale. Early aqueducts, mass purification of water, early canals for inter-imperial travel, greatly enhanced food storage if Water magic extends to Ice magic, and based on the description of moving through the waters of the swamps, we seem to be able to live fairly easily on both water and land. Every early civilization is going to base their cities around water sources, and as the Swamp people, we will be able to raid through their rivers and wreak havoc across their lands and quickly establish ourselves as the dominant race on the lands. In addition to that, the Plains will be an easy area to conquer and migrate to (to actually settle down in), as the most fertile areas of it are probably flood plains that our water casters could flood and raze.
 
@Void Stalker, I have a question. Are the "affinities" for magics binding or are they just bonuses towards that sort of magic?

If the affinities are going to be hugely important, I think we should consider going with the Swamps (even if they don't sound like the greatest starting point for a civilization). Water magic is huge in city building and in empire scale. Early aqueducts, mass purification of water, early canals for inter-imperial travel, greatly enhanced food storage if Water magic extends to Ice magic, and based on the description of moving through the waters of the swamps, we seem to be able to live fairly easily on both water and land. Every early civilization is going to base their cities around water sources, and as the Swamp people, we will be able to raid through their rivers and wreak havoc across their lands and quickly establish ourselves as the dominant race on the lands. In addition to that, the Plains will be an easy area to conquer and migrate to (to actually settle down in), as the most fertile areas of it are probably flood plains that our water casters could flood and raze.
They help you break into them but are weak at the start. It will be up to you if you continue to pursue and strengthen your affinity to that magic or switch for another type. So going Swamp it will be easier to work down the water line and strengthen your affinity to water, but you could still do so in any of the other paths, it may just take an extra action or two to get the weak affinity Swamp starts with.

Also all of these affinities are for basic magic, Ice magic is likely going to be an air/water mix either as a separate affinity or done by someone trained or with affinity in both. With this you are starting at the very beginning so right now the ability to cause floods would be beyond your people at this time. Not that you can't build up to rituals that do that but you don't have them at start.
 
[X] Children of the plain

Waggggghhhh!
Ah no, not orcs. Unless you are looking to use that position to make a war focused faction.

Also heads up, I plan on calling this vote in about 9 hours.

Also right now Children of the Plains are leading with 9, followed by 8 for children of the Earth and 6 for Children of the Swamps
 
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Okay calling the vote. Huh looks like children of earth came back. Right it's late here so next step will be tomorrow. It's going to be character name and traits also what your tribe is called and if you want it to be a tribe or clan or family or something else.
Adhoc vote count started by Void Stalker on May 22, 2017 at 12:33 AM, finished with 43 posts and 28 votes.
 
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So i have a question what would we be able to do with earth magic exactly from the start and just in general.
 
bleh. I'd hoped to see the swamps. It's rare enough that it'd be nifty to see where it went.
 
Character Creation
Children of the Earth, you may not be the fast, nor the quickest growing but your people have the strength to endure and toil beyond that of others. In hills and mountains are your people most comfortable, the firm rocky ground makes you feel at ease. A sense of connection to this land one you will take advantage of.

As Children of Earth your people start out with a small boost in endurance in comparison to the average being allowing them to work for longer hours before tiring. This will show up in terms of reducing project lengths for those involving physical labor or opening the projects at a lower population level. In addition your people have a slightly longer lifespan in comparison to others. Both of these are weak racial traits that can be improved over time, either through action chains or upgraded at milestones with any racial points earned (this will be covered later). As a realm trait you have a small bonus to stone and metal crafting, though metal crafting is currently locked. Realm traits are easier to lose and gain compared to racial traits, though some of them can become racial traits with time and actions (or racial points).

For character creation, Martial, Diplomacy, Stewardship, Intrigue, Learning and Piety are considered main stats and for your initial character will be generated off a d10+5 roll. Magic is locked without either inheriting or unlocking through personal actions. Combat is a measure of personal combat and will be 10 +/- d4.

You are the leader of your tribe, who are you?
[ ] Name
[ ] Gender


For trait choices you start with 3 points and can take up to 2 points in negative traits. If a point value is not given then it is a 1 point trait

Traits:
Keen +1 all main stats (inheritable) 2pt

Quick +3 all main stats (inheritable) 4pt

Genius +5 all main stats (inheritable) 6pt (not available at start)

Strong +1 Martial, +2 Combat, +10% Fertility (inheritable)

Gifted- unlocks magic, +2 magic (inheritable) 2pt

Attractive +2 Diplomacy (inheritable)

Brave +1 Martial, +2 Combat, less likely to be impacted by fear

Hunter +2 Martial, +2 Combat

Persuasive +2 Diplomacy, bonus to persuasion

Honest +3 Diplomacy -2 Intrigue

Sneaky +2 Intrigue

Organizer +2 Stewardship

Contemplative +2 Learning

Warrior +3 Combat

Talented +10 to personal learning rolls (attempts to gain skills, stats and traits)

Lucky +1 to a random stat, roll each turn, on a 90-95 gain a +5 to a random action, on 96-100 gain +5 to two random actions

Negative:

Shy -2 Diplomacy

Weak Constitution -1 Martial, -2 Combat (inheritable) -10% Fertility

Dull -2 Learning (inheritable)

Ugly -2 Diplomacy

Unlucky roll each turn, on a 1-5 gain -5 to two random actions, on a 6-10 gain -5 to one random action

Disorganized -2 Stewardship

Gluttonous -2 Stewardship

Craven -1 Martial, -2 Combat, more likely to be impacted by fear

Naive -2 Intrigue


For the trait vote please do so by plan. Also Gifted gives you a d8+5 roll for your initial magic stat. In general unlocking magic through personal actions will give you a lower roll (roll can be improved by crit, family history, racial and realm traits along with availability and skill of teachers). After this will be starting location, tribe name, and if you use tribe, clan or something else to refer to groups.
 
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[X] Krug
[X] Male

[X] Plan Stronk
-[X] Strong
Strong is a really good trait to have. Bonus fertility, good combat stats, inheritable and only a 1pt cost. It'll benefit us when we're too weak for diplomacy and when we're too strong for diplomacy.
-[X] Talented
Talented is amazing. Bonuses to all stat increases sounds great, especially for our first leader as we'll be able to educate our descendants with our higher stats.
-[X] Brave
Brave is good if we're going to have a militant civilization in general, but it's also a good trait for a leader. If we're brave and strong, we're much less likely to have open dissent and challengers for our rule.
 
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