conversations.from: system
conversations.value: The world of Primas is a typical garden world, in a typical low-mass single-star system, in a typical spiral galaxy. It has one moon, clouds of water, and a starry sky. Salty oceans, sandy beaches, deserts, plains, forests, and frozen tundras. Untold varieties of animals eat, mate, and die all over its surface every minute of every 24 hour day of every 365 day year.
  
  But this is an exciting time on Primas. A number of those animals have made an exciting leap recently. Permanent settlements are appearing for the first time. While these fledgeling civilizations are currently little more than collections of families struggling to feed themselves, they've made the first steps towards becoming something more than they could ever imagine. A monument-building, war-faring, world-exploring, bonafide civilization.
  
  And who knows, perhaps one day, they'll leave this typical little world behind.
  ____________________________________
  
  Dawn of Civilizations is an experiment I cooked up based on a storium game I've been in for the past few months. In that game, "Pantheons" narrated by the wonderful Kana, the players were all gods struggling to build a planet in the face of an opposing pantheon of gods who wanted nothing more than to see their plans fail. This made for some brilliant world-building, and that was something I really wanted to emulate in this game. The difference being that in this game, each player controls a developing civilization on a world predefined as being similar to earth and there probably aren't any gods.
  
  What I mean by civilization could vary wildly depending on the kind of applications I get. If you want to play nomadic orc warriors, you can make that civilization and play it. If you want to be human farmers with a penchant for invention, you can make that. If you want to play your civilization as a single nation, or as many disparate tribes, you can do that too. I aim to be open to ideas in the spirit of building an interesting world and history.
  
  That said, I would like to set a few ground rules.
  -**No magic.** mostly because I don't want to mess with figuring out exactly what constitutes magic and how it works. There are plenty of other interesting things you can do, let's not go down this rabbit hole.
  -**No immortals.** Related to the last rule, we're mostly dealing with civilizations, not characters. The only exception would be if we get to a level of technology where it is feasible for a person to be immortal. In this case, this person would likely be a very important character in the game.
  -**No robotic civilizations.** At least not until much later in the game. All starting civilizations should be organic.
  -Seriously, feel free to make something weird. Just follow these three rules.
  
  While the majority of the story will likely be told by the players, I will jump in every now and then to introduce events outside the influence of the civilizations in play. For example, if the orcs conquer a human city and abuse the local populace, I might make a rebellion challenge that player would have to complete, limiting their actions that turn. While I don't want it to seem like I'm punishing players for doing interesting things, the goal of this game is to create an interesting world. So if I think a rebellion fits the story and it would be interesting, I would likely PM the player of the orcs suggesting a rebellion.
  
  The world will also likely have other things in it, from civilizations controlled by me, to natural disasters, to particularly dangerous wildlife. These will make up the bulk of the challenges each scene, some targeted and some open to any civilization to work towards. I may have more challenge points than can be played in a scene. In this case, any unfinished challenges will be assumed to have had a weak outcome, unless otherwise stated.
  
  **Submission guidelines:**
  -Your nature is your species/race. Briefly describe their physical characteristics on the card. Picture required.
  -Your strength should be a defining characteristic of your civilization that makes it powerful. Feel free to make/modify one to fit your vision, just generally follow the format of mine. Feel free to add pictures if you want.
  -Your Weakness should be a defining characteristic of your civilization that undermines it. Feel free to make/modify one to fit your vision, just generally follow the format of mine. Feel free to add pictures if you want.
  -Your Goal should be what drives your people now. Don't worry about the long-term. Your civilization's goal can and likely will change over the course of the game.
  -In your description, describe your civilization as they are at the beginning of the game. This should be a civilization with a couple of crops/at most 2 domesticated animals. The wheel is something they probably don't have. Houses are likely made of some combination of sticks, mud, thatch, and hide. Fires are common, as are stone and wood tools. Metal working is not an option.
  -Pictures are good. The more the better. That said, good writing is even better.
  
  **Here is a WIP rulebook google document.**
  https://docs.google.com/document/d/1w-GU48tOvShdgGkGl8jbsghiG16xt3DqmcXt_xHf5n4/edit?usp=sharing
conversations.from: human
conversations.value: Human: Primates characterized by their bipedal, mammalian forms, omnivorous digestive system, diverse pigmentation of skin, hair, and eyes, and sexual dimorphism.
conversations.from: gpt
conversations.value: Create Your Own: Your nature should be the primary species that comprises your civilization. Try to limit this to physical characteristics, as in the Human card I provided.
conversations.from: human
conversations.value: Inventive: An inventive civilization is marked by exceptional curiosity and frequently solve problems by discovering or inventing something new. This tendency to have the newest everything is an obvious advantage.
conversations.from: gpt
conversations.value: Aggressive: Aggressive civilizations tend to solve problems with force, and as a result of frequent conflict, tend to be good at winning fights.
conversations.from: human
conversations.value: Cooperative: Cooperative civilizations strive to coexist with their neighboring civilizations and environment, often forming mutually beneficial, long-lasting arrangements with them.
conversations.from: gpt
conversations.value: Bountiful: A bountiful civilization happens to be gifted with plentiful and reliable source of resources, including some rare luxuries, allowing them to engage in profitable trade and construction projects without fear of famine.
conversations.from: human
conversations.value: Mobile: A mobile civilization eschews the trappings of agrarian society and instead embraces a lifestyle of constant migration, providing an immunity to disasters that would devastate sedentary civilizations.
conversations.from: gpt
conversations.value: Poor: A poor civilization lacks the natural resources to do much more than avoid starvation except in times of exceptionally good fortune.
conversations.from: human
conversations.value: Pacifistic: Civilizations either unwilling or unable to effectively defend themselves often fall prey to raids, invasions, and other predations.
conversations.from: gpt
conversations.value: Antagonistic: Antagonistic civilizations have few friends when they need them, and many enemies waiting for a sign of weakness. For these civilizations, disaster is frequently a misstep away.
conversations.from: human
conversations.value: Conservative: While a dedication to tradition can be a stabilizing force, it can also cause a dangerous stagnation of technological advancement.
conversations.from: gpt
conversations.value: Dense: A civilization that concentrates its population in one area often experiences resource shortages, a lack of diversification, and very short, devastating wars.
conversations.from: human
conversations.value: Expansive: A civilization that owns a lot of land often finds that they have more wiggle-room in wars, a more diverse selection of resources, and more potential for development.
conversations.from: gpt
conversations.value: Conquest: Your people are driven by a desire for more of everything. And they intend to take it, regardless of opposition.
conversations.from: human
conversations.value: Innovation: Your people want to make the world a better place. They may do this through incremental improvement, or dramatic reform, for the good of all, or personal gain.
conversations.from: gpt
conversations.value: Exploitation: Your people see a world full of potential. They want to go out and realize it. An open plain is just a farm that hasn't been plowed, a raging beast is a mount that has yet to be tamed. 
conversations.from: human
conversations.value: Unity: Your people can't quite understand what all the fighting's about. They get along with their neighbors just fine. Why can't everybody else be like them? Perhaps they should be.
conversations.from: gpt
conversations.value: Challenge: Protect the Food: Pests and predators have been attacking your food supplies of late. Deal with the threat or risk famine.
  Neutral Outcome: both strong and weak outcomes happen. Goals get the strong outcome.
conversations.from: human
conversations.value: Opportunity: Develop Agriculture: Growing crops was a difficult, tedious, time-consuming, and incredibly high-risk process. Throughout history, improvements in this crucial technology have yielded increased specialization of labor, higher population, and healthier, tastier food
conversations.from: gpt
conversations.value: Opportunity: Develop Fortifications: Building better defenses has always been a critically important thing for all civilizations. From fences, to starforts, to space stations, protection from predators and other civilizations was critical to survival.
conversations.from: human
conversations.value: Opportunity: Weapons: Weapons are useful for everything from hunting, to peacekeeping, to war. Often, having the best military equipment and tactics has been enough to not only build great empires, but avoid war altogether.
conversations.from: gpt
conversations.value: Surface Moss: Having discovered the relative ease of growing moss on the surface, your people now have a surplus of food. This has resulted in a steadily increasing population numbering in the thousands, some of whom no longer need to grow food and can spend time on other things.
conversations.from: human
conversations.value: Obsidian Weapons: While still technically stone weapons, obsidian held a sharper edge than most early metals could. Of course the brittleness of obsidian still makes them ineffective against metal armor.
conversations.from: gpt
conversations.value: Demon Claw Weapons: While most bone weapons are inferior to stone, Baansheesh have exceptionally sharp, hard claws. A number of these claws were gathered as trophies in the Early Dawn Age and repurposed as weapons.
conversations.from: human
conversations.value: Web Traps: The aquatic environment of the Sha-Ri-Un was home to a great many dangers, so they adopted fortifications early. These exceptionally powerful web traps provided protection for dwellings and an occasional food source.
conversations.from: gpt
conversations.value: Challenge: Overpopulation: While circumstances improving for your people has lead to a time of relative peace and prosperity, your population is now too large for the land you live on. You must either spread your settlements thinner or make new ones entirely.
conversations.from: human
conversations.value: Opportunity: Found Frontier Settlements: Due to population growth and relative stability, or perhaps driven by adventurous youth, your people have begun founding new settlements further and further into the wilderness. You get more land on the map for playing on this. You also get more settlements.
conversations.from: gpt
conversations.value: Opportunity: Domesticate Mounts: Your people have discovered a somewhat docile, powerful species of animals. Some brave fools decided to ride the beasts. After some trial and error, this practice has been adopted by your people at large.
conversations.from: human
conversations.value: Trollkin: An offshoot of the wild troll, the trollkin is a bipedal mammalian with a omnivorous digestive system.  Skin pigmentation tends toward shades of blue but green and ablino are not unheard of.  Hair typically is of a black or brown collar with rare aberrations of red and white.  Eye collar is typical brown or black with green and purple manifesting upon occasion.  They are sexual dimorphic species
conversations.from: gpt
conversations.value: Grippili: A bepidal amphibian spe
conversations.from: human
conversations.value: Grippili: A bipedal, amphibian species.  They have a omnivorous digestive system but eat more animal protean.  Their pigmentation tends toward earthy greens and browns though others colors occur upon ocassion.
conversations.from: gpt
conversations.value: Gullible : As a species the Grippili are friendly and trusting in the extreme.  They have a hard time sensing deception.   
conversations.from: human
conversations.value: Cooperative: Cooperative civilizations strive to coexist with their neighboring civilizations and environment, often forming mutually beneficial, long-lasting arrangements with them.   
conversations.from: human
conversations.value: Unity: Your people can’t quite understand what all the fighting’s about. They get along with their neighbors just fine. Why can’t everybody else be like them? Perhaps they should be.   
conversations.from: human
conversations.value: Bountiful: A bountiful civilization happens to be gifted with plentiful and reliable source of resources, including some rare luxuries, allowing them to engage in profitable trade and construction projects without fear of famine.    
conversations.from: human
conversations.value: Khaz-Ordin: An originally subterranean species. Short, stocky, and slow moving, with powerful builds. Covered by a thick stony outer shell. Subsists mostly on a diet of mosses and lichen native to their underground habitat.
conversations.from: gpt
conversations.value: The Elves: Tall, stocky, and fair skinned, these creatures can be a force to be reckoned with.  While the elven population might not grow as fast as that of other civilizations, the lifespan of an elf can be centuries long.  They mostly inhabit thick forests in the western part of the world, occasionally venturing out to see whats outside their woodland realm.
conversations.from: gpt
conversations.value: Closed: A civilization that will willingly trade, and occasionally come to their allies' aid.  For the most part, however, outsiders' affairs are their affairs.  There's no need for us to get involved.
conversations.from: gpt
conversations.value: Sangheilians: Picture a bug crossed with a reptile.  You got it?  You just pictured a Sangheilian.  These creatures have a soft hide underneath what could be called armor plating which are actually large scales.  These strange creatures have four jaws that split, similar to that of a bug, while having two slit eyes like that of a lizard.  
conversations.from: human
conversations.value: Enlightenment: This civilization seeks the wisdom of God and the stars.  They wish to figure out and discover everything behind the mysteries of the universe and the world around them.
conversations.from: gpt
conversations.value: Fel'Athyin: Feline species defined by their varying styles of fur,manes,tails etc. They come in all shapes and sizes, big and small. Biped, mammal.
conversations.from: human
conversations.value: Cooperative: Cooperative civilizations strive to coexist with their neighboring civilizations and environment, often forming mutually beneficial, long-lasting arrangements with them.    
conversations.from: gpt
conversations.value: Unity: Your people can’t quite understand what all the fighting’s about. They get along with their neighbors just fine. Why can’t everybody else be like them? Perhaps they should be. 
conversations.from: human
conversations.value: Conservative: While a dedication to tradition can be a stabilizing force, it can also cause a dangerous stagnation of technological advancement.  
conversations.from: human
conversations.value: Sha-Ri-Un: A carnivore leaning omnivore  aquatic species with a humanoid upper body the lower body of a fish.Coloration is highly variable, though primarily blue with a sub color.
conversations.from: human
conversations.value: Hedonistic: Hedonistic civilizations tend to have difficulty progressing in difficult and unlikable work, necessary though they are. A large amount of time has to be set aside for festivals and the like in order to keep the people happy.
conversations.from: gpt
conversations.value: Innovative: Grippili are a clever people.  Their advances are sometimes incremental as fungus grows sometimes dramatic and quick like their leaps.  
conversations.from: human
conversations.value: Symbiotic relationship : Due to the unique relationship between your people and the animals around you, it has allowed you greater access to new opportunities and unique ideas to solve mundane problems.
conversations.from: gpt
conversations.value: Variety of Sizes: Some big some small, each Fel'Athyin serves it's purpose.