Pick race and location
>>6143755you may select a starting location on this map as well if you please
>>6143755Is this actually a real Civ quest?I just assume anyone who posts that image to start their thread is trolling these days; because any civs generated using it never go anywhere and the threads always die without follow-up.
>>6143755Humans.
>>6143814Holy shit, shut the fuck up.
>>6143837So that would be a yes?
You are Erlund the warchief of the Rotari, a water people that developed boats early on and colonized an area of rugged coastland with hundreds of thousands of small islandsYhe capital city is called Skadvar, which just happens to be the name of your wife as wellThe civil government of the cities is matriarchial with a war council formed only by men, the reason being the women administer and defend the city while the men are out raidingSince acquiring resources in this frozen land is very difficult, and your skill with boats is superior, you just boat around in the summer to raid your weaker neighbours and plunder all their wealth, sometimes burning cities to the ground when they displease youYour knowledge of the coastal cities is excellent, though you know next to nothing about what lies deeper in the countryside, for you never go thereWith your marriage to Skadvar, you managed to secure your position as the wealthiest warrior, and thus was selected as warchiefYou possess your very own Dragon Ship, a massive longboat for 100 crewmembers, that your wife's mother had custom built for you when you married her daughter.Besides this, you command a fleet of 20 Warships, each carrying up to 50 men. All of the officers of these ships are considered Nobility by the law of the land, and your rank as warchief is equivalent to that of a King.The town also has hundreds of smaller Merchant Ships, that can carry up to 20 men, that sometimes accompany biggers raids to carry extra loot, but usually are used for day to day commerce and transportation within the city and neighbouring smaller settlements and isolated villas.Usually you skip raiding your powerful southern neighbour, a plainland tribe of fierce warriors. They know next to nothing about boating, but they could totally reach your territory by land and wreak havoc, albeit conquering all the islands might be beyond their current capabilities.
>>6143880Their cities are:Burgheim: their capital. It is separated from your lands by nearly impassable mountains, that can sometimes be traversed safely in particularly warm summers. Home to enormous amounts of warriors, the plunder there would be good in terms of weapons and women, if it weren't for the fact that you'd have to pry every weapon from the cold dead hands of someone, and steal every women after murdering their families. Big inconvenience.Lichtenfels: separated from your land by a vast forest, this land is home to a very large amount of archers. They build palisade fortresses around their camps and have nearly limitless ammunition. Not a good time raiding them, but if successful you would find many fancy tools and all the top quality lumber you cared to haul back.Dunkelwald: for some reason, they are chronically out of women. They will trade all manners of commodities made in the countryside for women and women only - they don't seem to need anything else. Since they have such a large surplus of men, their town is always well defended. The loot would be good, but is it worth it enraging your powerful neighbour?Kriegstal: the military capital. Lots and lots of warriors. Ressupplied by unknown inland towns. Very dangerous. Extremelly good loot, if you could raid them successfully, but again, would immediately anger your powerful neighbour.Wolfsgrun: these people raise wolves in large scale for some reason. The place is always full of wolf cubs and wolf pelts. Relatively poorly defended.Schwarzhafen: a pirate port, all are welcome there to trade, but if they consider you too weak you might be killed, enslaved or wors
>>6143882Your other neighbours are weak and you raid them often. Their knowledge of boats is inferior to yours so they are often unable to counter raid:Frostheim: a city full of the most beautiful women you ever saw, with very few men. They know some powerful magic tricks, but you can always send a few fast boats to simply snag a few women and flee before they can attack you. The place is some sort of sanctuary.Skaldvik: the women are gorgeous here as well, but the city is better defended. They spend more time singing than preparing for war though. They brew a blue beer that you think is made from some kind of underground fungus. It is delicious and very coveted in the south. Sometimes they offer us tributes in beer for us to not raid them nor steal their women. We feel no obligation to accept.Thrymgard: a highly militaristic city. They are mad at us for stealing women. They don't have good boats though, so that's their problem. In there you can loot lots of good metal weapons and armor. The battles are fierce, but those womanly looking men aren't as strong as your own men, so the battle usually goes in your favor.Valkhavn: another weird sanctuary, but this one has both men and women in similar numbers, plus lots of old people. They have libraries, they make books for some reason. They get mad when we burn it, but they are weak and can't do anything about it. Very poorly defended.Eryndor: the city is full of some weird dead magic animals that glow in the dark. their light lasts for years. Excellent plunder. Weak men, beautiful women. They are all lanky and point eared. Some call them Elves. They are lethal with bows though, so going inland is not adviseable.Mythalora: a massive fortress with the only navy that could possibly stand up to yours in these lands. Maybe. Their ships are massive merchant ships. You fancy capturing one or more of them, they are really big. Well defended. Lots of fancy elvish crafts can be looted here, besides beautiful elf women and some precious metals and gems.Thalrion: it is almost impossible to dock here, the place is a cliff. But the city itself is poorly defended, only a few archers. Lots of beautiful elf women, and they have a silver mine so tons of silver to be had.
>>6143883These people live far away, but they are also poorly defended. When you raid them, hardly ever you have any extra time to raid anyone else, due to the distance.Valcroix: some kind of sanctuary. Poorly defended. Only has ugly and old men. You usually get your food here. They pack it in massive granaries. When they refuse to give you food, you either kill a bunch of them or torch the place, depending on whether you need the food or not.Clairvigne: A pleasant city with pleasant people, they make wine and olive oil. Ridiculous amounts of both. So you raid them often. What do they even need all that stuff for anyway? Poorly defended.Lunebourg: somewhat well defended, it is a massive river metropolis. Though your men would tire before killing everyone there, you usually start a fire as a distraction and then pillage all you can in the confusion. Good and varied loot.Rivemont: Their capital. Ridiculous amounts of people packed tightly together. They seem to fuel their lifestyle through trade. Well defended, but sometimes you can pull the same stunt as with lunebourg. Fabulously wealthy.
>>6143884The great hall of Skadvar was alive with the scent of brine and smoke. Warriors crowded the long oak tables, their faces shadowed by the flickering light of whale-oil lamps. At the head of the room, Erlund the Warchief sat, a towering figure clad in wolf pelts, his hand resting on the hilt of his ornate sword. His wife, Skadvar, the namesake of their city and its true ruler in civil matters, observed silently from a balcony above, a faint smile on her lips. Erlund pounded his fist on the table, silencing the din of conversation. "Men of Skadvar! The winter stores are low, and the forge fires have been too quiet. I will not see our people weakened before the next frost! Speak now—what do we lack most?" The women council produces a report explaining what we are lacking:Iron and Steel: The forges need metal for weapons and tools. The stockpile is dangerously low after repairing the fleet. Provisions: With summer's fleeting harvest insufficient, grain, cured meat, and other sustenance are critical to survive the next winter. Exotic Goods: The southern traders are growing wary of your raids, and the women demand finer crafts and baubles to keep the peace in the matriarchal council.
>>6143886The warriors erupted into a chorus of opinions. "Thrymgard! Our men will be better armed if we strike there!" bellowed Sven, captain of the *Iron Wolf*. "No! Valcroix is ripe for the taking, and their food will fill our bellies," countered Olaf, leader of the *Stormbreaker*. A younger warrior, Bjorn, raised his voice. "Eryndor is dangerous, but the glowing hides and elf trinkets would be a prize unlike any other! The matriarchs will love it!" You leaned back, listening, his icy blue eyes scanning the room. When the shouting subsided, you raised your hand. "This is no time for foolish squabbles. Speak wisely, for our choice will shape our strength this season." What will you decide?> Thrymgard (Iron and Weapons) Fierce warriors and well-equipped, but their lack of proper ships makes them vulnerable on the coast. This raid would replenish the forges and your armory, though it may cost many lives. > Valcroix (Provisions) This distant sanctuary is poorly defended and holds vast granaries. A raid here would secure food, but it would consume time and prevent other nearby raids this season. > Wolfsgrün (Pelts and Tools) A lightly defended settlement with an abundance of wolf pelts and tools made from wolf bones and hides. This raid would be low risk and yield decent spoils. > Eryndor (Exotic Goods and Women) The city of glowing animals and beautiful, mysterious women. While dangerous due to their lethal bows, the reward in exotic goods, glowing pelts, and captives could placate the matriarchs. > Lichtenfels (Lumber and Tools) Heavily fortified and brimming with archers, but rich in high-quality lumber and tools. A successful raid would provide critical resources to repair and expand the fleet. > Schwarzhafen (Trade and Opportunity) Not a raid, but a bold venture. If the pirate port sees your fleet as strong enough, trading for exotic goods and tools might be safer and faster than raiding elsewhere.Determine also size of the fleet you're going to send, the larger the fleet the more resources you spend.
>>6143889>> Eryndor (Exotic Goods and Women) The city of glowing animals and beautiful, mysterious women. While dangerous due to their lethal bows, the reward in exotic goods, glowing pelts, and captives could placate the matriarchs.We could trade women we capture to Dunkelwald for they have no mistresses. Send a mid-sized fleet we'll target their coastal areas.
>>6143958Support
>>6144216>>6143958The great hall fell silent as Erlund the Warchief rose to his feet. His presence was commanding, his shadow stretching long across the banners of Skadvar that hung above. The warriors leaned forward in anticipation, their faces eager yet tense under the flickering firelight. Skadvar herself, seated on the upper balcony with a circle of matriarchs, sipped calmly from a goblet of blue beer, her eyes gleaming with curiosity as she watched her husband prepare to speak. Erlund’s voice was deep and steady, like the rhythm of the sea against the rocks. "Eryndor," he began, letting the name hang in the air. "A city of pale, point-eared folk who dwell beneath the glow of strange beasts and moonlight. Their light lasts for years, guiding ships and inspiring awe in all who see it. Their women are beautiful, their crafts exotic, and their wealth is like none other on these shores." The room buzzed with murmurs of agreement. Erlund slammed his fist onto the oak table, silencing them. "But they are not without their bite. Their bows are swift and deadly, and they know their land better than we ever will. This will not be a raid for the faint-hearted. It will take skill, cunning, and a willingness to face death. Will you follow me?" A silence lingered, then erupted into cheers. "Aye! To Eryndor!" shouted Sven, his scarred face alight with anticipation. "Let us take their glowing pelts and burn their towers!" Olaf laughed, his broad shoulders shaking. "The pointy-eared men shoot arrows like angry wasps, but they shatter like glass in our grip. Their women will weep for mercy when we come ashore!" Bjorn, the younger warrior, stood with a somber expression. "If we go, Warchief, we must plan carefully. Their archers will bleed us dry before we reach their gates if we aren’t prepared." Erlund nodded approvingly. "Wise words, Bjorn. We’ll strike at dawn when the sun blinds their watchmen. We’ll split into three waves—one to draw their fire, one to scale the cliffs, and one to storm their docks. We take what we need swiftly, then retreat before their forest tricks can trap us. Sven, you’ll lead the diversion. Olaf, ready the scaling ropes." A roar of approval filled the hall, and the plan was set. The warriors left to prepare their ships, while Erlund climbed the stone stairs to the balcony where Skadvar waited. She smiled knowingly. "You’ve chosen a bold target, husband. The matriarchs will either praise your courage or curse your recklessness." Erlund grinned, his hand brushing the hilt of his sword. "If we return with their glowing pelts and treasure, they will have no complaints."
>>6144848Roll a d6 to determine the sea conditions during the raid: 1. Calm Waters: The sea is eerily still, the ships glide effortlessly. Visibility is perfect, but the lack of wind makes escape slower if things go awry. 2. Gentle Breeze: Ideal conditions. The ships sail smoothly, with steady winds and clear skies aiding navigation. 3. Misty Morning: A thick fog cloaks the fleet, reducing visibility but providing excellent cover from enemy scouts. 4. Choppy Seas: Moderate waves rock the ships, slowing progress. Archery becomes less effective due to the constant motion. 5. Storm Winds: Fierce gusts batter the sails, making steering difficult. Some ships risk capsizing, and the raid is delayed. 6. Howling Tempest: A raging storm forces the fleet to halt. Lightning cracks the sky, and morale suffers as men struggle to keep their vessels afloat. > Weather Conditions: Misty Morning (+1 to all rolls due to surprise advantage). Choppy Seas (-1 to all rolls due to difficulty maneuvering). Storm Winds (-2 to all rolls; groups may suffer heavy losses just approaching the city). > Preparation and Leadership: You may choose to designate your best warriors to one of the groups instead of dividing them evenly, adding +1 to the rolls of said group. You may choose to leave your best warriors home. They will be well rested for a second campaign this season, but you get -1 on all relevant rolls. You may choose to parlay with the elves instead of doing a surprise attack. All combat rolls get -1, but you may be able to secure a deal.
>>6144849> Diversionary Force (Sven’s Group) Objective: Draw enemy archers’ attention and create chaos to allow other groups to advance. 1 Disastrous: The diversion fails completely. The archers quickly realize the ruse and refocus on the other groups. Heavy casualties. (Lose 30% of warriors.) 2 Poor: The diversion draws only partial attention. Some archers remain focused on the cliffs and docks. Moderate losses. (Lose 20% of warriors.) 3-4 Mixed: The diversion succeeds temporarily, but the archers eventually shift their focus. (Lose 10% of warriors.) 5 Good: The diversion creates significant chaos, drawing the majority of the archers’ fire. Few casualties. (Lose 5% of warriors.) 6 Exceptional: The diversion is a complete success. The archers are fully distracted, allowing the other groups to advance unimpeded. (No losses.) > Cliff Assault Force (Olaf’s Group) Objective: Scale the cliffs and flank the defenders. 1 Disastrous: The cliffs prove too difficult to scale. Many men fall to their deaths or are picked off by archers. The group fails to establish a foothold. (Lose 50% of warriors.) 2 Poor: The group struggles to climb. Several men are lost to arrows, and the survivors are delayed. (Lose 30% of warriors.) 3-4 Mixed: The group successfully scales the cliffs but sustains casualties in the process. They establish a foothold but lose momentum. (Lose 20% of warriors.) 5 Good: The climb is challenging but successful. The group flanks the defenders with minimal losses. (Lose 10% of warriors.) 6 Exceptional: The group scales the cliffs swiftly and silently, catching the defenders completely off guard. (No losses.) > Dock Raiders (Erlund’s Group) Objective: Storm the docks, secure ships, and loot the glowing pelts and other treasures. 1 Disastrous: The docks are heavily defended, and the attackers are repelled. Several ships are damaged, and the raid is called off. (Lose 40% of warriors.) 2 Poor: The docks are taken, but at a heavy cost. The group secures limited loot before retreating under pressure. (Lose 30% of warriors.) 3-4 Mixed: The docks are taken after a bloody battle. Loot is secured, but casualties mount. (Lose 20% of warriors, gain moderate loot.) 5 Good: The docks fall quickly, and the group gathers a substantial amount of loot. Few losses. (Lose 10% of warriors, gain substantial loot.) 6 Exceptional: The docks are captured with ease, and the group secures an immense hoard of glowing pelts, exotic crafts, and prisoners. (No losses, gain maximum loot.)
Rolled 3 (1d6)>>6144849You may choose to designate your best warriors to one of the groups instead of dividing them evenly, adding +1 to the rolls of said group.Send the vets with Olaf.
>>6144889alright, you may roll 1d6 for each force.Sven's Group +1 bonusOlaf's Group +2 bonusErlund'd Group +1 bonus
Rolled 3, 1, 2 = 6 (3d6)>>6144902