The year is 410 CE and barbarians have sacked Rome while the Emperor Honorius cowered in the boot of Italy. The Emperor has recalled the Legions of Britain to Italy to deal with the barbarian horde which in turn leaves Britain defenseless against the Orc tribes that lie beyond Hadrian's Wall. When asked for aid against the Orc menace, the Emperor Honorius replied that the cities of Britain must see to their own defense.
What was once a unified island shattered as neighbors left each other to fend for themselves. As the cities of England turned inward, Cataractonium fell to the Orcs and began the most violent period of British history. A period future scholars would call the Dark Age.
Historians agreed that the Unification began in the city of...
[X] Londinium: The beating heart of Roman Britain, Londinium is a metropolis with many trade routes throughout the Roman Empire. That river of silver is the backbone of your city's power and your greatest source of enemies. You begin play as Arthur Pendragon, Lord of Londinium. A powerful man, to be sure, but one on the defensive.
The River of Silver: You have double the income of a normal city-state (+1000 Silver Bars / Season).
Roman Traditions: You can raise proper Roman Legions from your populous city and Roman Legions are the best at what they do. If you could only afford a couple more Legions you would be a match for Skorcha's horde. This translates into a +10 to Martial rolls as long you are using a professional (rather than levied) army.
Populous: You have the largest population on the Isle and that translates into an extra action every turn and the ability to raise more Legions than any of your neighbors.
Disadvantages:
Deteriorating Trade: Your wealth flows from a dying Empire whose deterioration will slowly strangle Londinium's economy. Every year, your silver income will drop by 50 until you hit -500 Silver Bars / Season. (40 Turns)
Jealous Neighbors: Your wealth is a double edged sword and your neighbors wish to take it from you. Anyone more powerful than you immediately declares war on you. You might think this ends when your trade revenue vanishes but you would be wrong about that. People will still believe they can bring the trade back.
A Lack of Lore: You begin play without access to a Major Lore or an army of sorcerers to command. Your magical power is limited to the simple tricks of hedge wizards. Even if you recruit a legendary wizard, that will not translate into a Major Lore for a decade or more.
[ ] Cataractonium: The Orcs' conquest had merely begun with the lovely city of Cataractonium. Their numbers and tactical skill had kept the Legions at bay for centuries and now that the Legions were gone, none could oppose their might. You begin play as the Orc Warboss Skorcha and his horde.
Warboss Skorcha: The single most powerful duelist in all of England and virtually impossible to assassinate except by poison.
The Horde: You have the largest, most powerful army in all of England and fresh recruits stream in daily now that you are the first Orc to conquer a Roman city.
Fire Mages: Your people have access to the unique and powerful Lore of Fire. This Lore is very effective at destroying one's enemies but has little constructive use outside of pitched battles or single combat.
Disadvantages:
Disorganized: Orcs have little interest in running the day-to-day operations of a city and it shows. Even their armies are little more than hordes of powerful individuals all pushing in the same direction and killing anything that is not an Orc. This translates into hefty logistical penalties for military and stewardship actions.
Surrounded By Enemies: Skorcha is not the only Warboss in the land north of Hadrian's Wall and now that he has drawn first blood, others will seek to steal the crown from his head. To make matters worse, there is no chance of peace with the Britons or the Elves.
Enemies United: The Britons or Elves will unite against any Orc horde so future conquests will grow more difficult by the day.
[ ] Moridunum:The home of the Elves and the heart of British sorcery. A lesser power in the eyes of some, with its few soldiers and little revenue but a power all the same. You begin play as the powerful Morrigan. While you may have once had a mortal name, your near-divine status has left you with only a title.
The Morrigan: An immortal sorceress and the only character capable of wielding multiple Major Lores as well as being 20 points above the usual stat cap.
Necromancers: A powerful, flexible Lore that allows one to control the dead. It can be used to shore up your armies or your labor pool or to draw the very life from your enemies.
Geomancers: Most often used to rapidly construct new structures, this Lore still has the power to kill by entombing one's enemies. It is the magic of the Earth.
Disadvantages:
Few: Your individual mages might be the most powerful in the world but your population is lacking. You start with the smallest population and the fewest soldiers of three starting options.
A lack of Martial Prowess: The Morrigan relies on her magic, not her martial skill, to rule. The lack of competent generals is a serious problem when martial conflict is inevitable. It is a weakness you should remedy with all due haste.
The Great Divide: Elves and humans struggle to get along. The net result is you will always have domestic conflicts to manage. This translates into a negative domestic event of some kind at all times.
QM's Notes:
This is a 4X City-State Quest with action results based on 1d100+[CK2 Attribute]. However, good dice rolls will not save you from stupid decisions.
The two Iscas' are referred to as the Northern and Southern Isca respectively.
Victory:
The victory condition in this quest is the formation of the Kingdom of England which means you need to enter into a union with 18 other city-states with you as its ruler. This union can be forged through conquest and diplomacy, even a Republic with you as sole Consul would qualify.
Defeat:
You can lose if another city-state forges a coalition large enough to conquer you. So don't try to build a Utopia where everything is perfect but growth is glacial.
Point of view characters can die. Marriage and heirs is an important part of the game. If your noble house runs out of eligible males, you lose.
If, by some miracle, you have not won or lost by the time 400 turns have passed I'm going to end the game.
Game Structure:
Each turn represents one season of play and some projects will take multiple seasons, or even years, to complete.
A single turn may contain multiple updates, particularly turns with military actions. However, my goal is to complete a minimum of one turn a week regardless of the number of updates. So, for major conflicts, you may have to deal with two updates in a day sometimes. Or you may have to accept limited input in events so I can maintain that pace.
[X] Londinium
So a magical Britain, eh? This seems like it could be quite enjoyable. Londonium looks very fun to me. Plus, this seems to me to be the best option, despite the painful income debuff. Between constant domestic disputes which would sap our treasury and time, crappy military, and only a small elite force really making us a power, the elves are out for me. On the other hand, orcs have more enemies than us, and god knows how long it will take to counteract our disorganization. In the end, humanity hell yeah seems to be the answer to me.
[X] Moridunum
Where there are Necromancers and Geomancers there can be fortifications and the accumulation of corpses. The elves best option seems to be setting up an effective deathtrap and tricking people into walking into it. I find the humans unappealing due to the lack of magic. Not getting anything major until turn 40 means waiting almost a year to use it.