The gods are gone! They have left behind a chaotic landscape rich with magic, resources and potential. The children of the gods emerge shaken, yet ready to lead their new civilisations to glory!
You are the leader of a nation of fantastic creatures, they can be whatever you like: humans, dwarves, orks, psychic giraffes: the sky's the limit. Each turn you decide what to do with your nation and what to do to the world, peaceful city state or warring empire, it's up to you.
Civilisation Creation:Name:
Background: A summary and history of your race.
Patron god: The god(s) that created your peoples, one thing they help with, one thing they demand for that aid.
Affinities: Three things the race excels at.
Values: Any number of values your people hold that they won't betray and will defend.
Habitat: Primary: Your people are suited to this environment and gain a bonus for pretty much everything here.
Secondary: Your people can accept this environment with no issues. (plains are always accepted.)
Capital: A name, a description if you'd like, what's North, South, East and West of it.
Leadership: Your leader, play as them as they are your avatar. Make sure to kill them off periodically if your race dies of age. List the rules of succession.
Name: Dwarves
Background: The children of the mountains. These hardy folk are loyal, stubborn and alcohol dependant. They have congregated in a cavern opening which they have converted into their first fortress: Kogandatan. (You probably want more detail than this)
Patron god: Zas, chinchilla god of fire, volcanoes and the forge. He grants favour to metalworkers in exchange for gold temples. (feel free to add way more fluff than this.)
Affinities: Mining, smithing, defending
Values: Loyalty, sanctity of corpses.
Habitat: Primary: Mountains
Secondary: Hills, Caverns
Leadership: Elective monarchy; current queen is Urist Kogandatan-hot tempered and greedy, but reliable.
Capital: Kogandatan a fortress in the mountains with foothills to the east, sea to the North and the mountain range to it's west and south.
MECHANICSEach turn lasts a season and every turn is processed at the same time. No metagaming, please.
At the end of each turn armies move and income is calculated.
On income:A town gives +1 to all resource once per turn unless the race has a particular affinity that affects a type of income (Gold mines to mining dwarves for example), is in their primary habitat or the town is founded at a beneficial resource.
The resources are:
- Gold: used to maintain armies, pay for infrastructure, buy mercenaries and what have you.
- Populace: capped at three times the number of towns you possess. Used to found new towns or raise armies
- Goods: Used to build things and equip armies.
On Armies: An armies quality is indicated by a tier from 0 to 4, 0 being peasant levies, 4 being enchanted royal guard or similar. Better units than tier 1 require buildings to recruit.
Movement is as follows, 3 for fliers, 2 for mounted or units on roads, 1 for everything else. (your race may have an exception)
the cost to maintain an army is equal to their number and equipping doubles with each rank. Raising takes turns one less that their tier. Raising levies damages your income.
(call each of your unit types whatever you like, just describe them, give them a tier and you're golden.)
Goods | Tier | Upkeep | Turns of Training
Levy: 1 0 0 0
Guard: 2 1 1 0
Footmen: 4 2 2 1
Knights: 8 3 3 2
Addy Axelords: 16 4 4 3
Settlers: 5 n/a n/a 1 (Settlers require full populace and reduce populace to 0 upon raising)
Magic: Unpredictable, but it can do almost whatever you like. Do not state the results of a ritual, just the intent and how it's done, then sacrifice an amount of goods, gold or even populous. The more you sacrifice the better the result.
Play outside the listed rules as much as you like, build shrines to focus magic, try to open hell, go nuts! I'll decide on fair results, I won't say you simply can't do a thing -- within reason.
I'll keep track on all your incomes and make rolls, posting a summary at the end of each turn.
A map will be made once I get a few civilisation submissions. Tell me if you particularly want something in the world.
I'd like four or so civilisations before I start, but I'll play it by ear.
Remember: It's all about having fun!