Atop the Back of the Island Turtle (CK2)

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The Island Turtle- a gargantuan Beast carrying an Island rich with magic, beasts and resources atop its back. Its emergence into the Middle Sea is the most exciting event since the last Island Turtle emerged from the depths of the ocean 262 years ago. Every one of the islands in the Middle Sea will soon be clamoring to colonize, exploit, and prospect the back of the Island Turtle in the hopes of fame, wealth, and fortune. You are stuck as the person leading one of these colonizing forces onto the Island Turtle- where enemies surround you, beasts crawl out of the forests, and ghastly magics are hidden everywhere.
Character Creation - Part 1
The Middle Sea is the smallest sea of the lot, sandwiched between the East and West Seas. It's far from any large continent and the major factions, from the Blood Wars of the Gryphon Empire, the militant borders of the Iron Empire, the unknowable magical pollution of the Federation of Centra, or the malignant shadow of the Black Pillars. And it's empty too, outside of a couple of archipelagos that bear a handful of kingdoms and duchies and other small lands that are trapped out in the vastness of the Middle Sea. All things considered, it's a sleepy corner of the world, not trapped in the endless conflict that entangles the rest of the world.

But that will change soon, as millions of tons of water shift and shudder as a great Island Turtle emerges from the depths of the Middle Sea. An Island Turtle is one of the most immense, powerful Beasts in the world- and atop its back is a perfect island ecosystem, full to the bursting with beasts and magic and rare metals and artifacts, all in perfect condition as if the Island Turtle hasn't spent centuries at the lightless bottom of the sea. It's been over 250 years since the last one emerged, but soon the surrounding isles will remember the vaunted wealth and resources it could bring and scramble to carve out as much as they can out of the land.

Parties of colonizers will be sent to establish villages on the coastal areas of the Island Turtle's back, to strengthen their foothold until they can expand deeper into the island, build more villages, expand into towns and then cities. But first the expeditions need to be organized, people gathered, and someone selected to be the leader of the force.

For better or for worse, you've been selected as the leader of this expedition.

Pick your home island:

[ ] The Island of Caerul: The craggy Island of Caerul is home to the Azure Duchy, who two centuries ago seceded from the great Kingdom of Tempest during the first Blood War. The Patron god of the Kingdom of Tempest, Ozonor, was left behind, and to take his place was the great Blue Dragon that called the peak of Azure Mountain her home. Sheep, livestock, warriors, and gold all disappeared into her lair to never return. With the emergence of the Island Turtle, she was incensed by the fortune that laid upon its back, and demanded a colonizing force to be sent at once.

Benefits:
Dragonguards - The Dragonguards are warriors handpicked by the Duke, trained to perfection, and blessed by the Blue Dragon herself for combat. Your contingent will be given two Dragonguards to use as you see fit. They are, however, sure to answer to the Duchy before you.
Artisanry - The Azure Duchy's artisanry is among the best in the Middle Sea, a skill preserved from its time as part of the Kingdom of Tempest. Superior weaponry, construction, and art is a sure promise.
Thunderbirds - Well, Thunderbird, singular. And it's not exactly easy to keep fed. But a Thunderbird can provide transportation three times as fast as a boat, making communications back to Caerul much faster. And if you're willing to risk archers, you can drop some lightning bolts from the sky as well.

Detriments:
Draconic Watcher - The Blue Dragon herself keeps track of your expedition. If your actions anger her, the results could be catastrophic. It would be best to keep any 'independent' thoughts to yourself.
The Divine Tax - Every action within the Azure Duchy is taxed for the Blue Dragon's benefit. Sheep raised and sold, masterworks purchased, soldiers trained and paid, crops grown tall and beer brewn. Once a year, the Duchy expects the tax to be paid- and if necessary, it will be paid in blood.
Dragon Worshippers - Dragons may be among the most powerful beasts in all the lands, but most aren't gods until people start praying to them. To most 'civilized' cultures, it's considered a repugnant faith, for Dragons are one of mankind's oldest enemies, dating back to the Wars of the Black Skies.


[ ] The Island of Saeva: The marshy Island of Saeva is home to the Saevan Duchy, who are still loyal to their distant masters in the Kingdom of Tempest. The nobility of Saeva are extremely loyal, and hold very traditional Tempstian values- farms and artisanry, a deep well of mines and strong faith. Unfortunately for them, the swamp-ridden land of Saeva is inhospitable at best, and the common folk have struggled for centuries to just make do, while the nobility demands the comforts of their homeland in castles and cities. The Duke of Saeva has demanded a colonizing force on the Island Turtle, so that its resources can bring Saeva to its 'true' glory.

Benefits:
Hardy People - The common people of Saeva have long been shaped by the harsh environment of its swamps for generations. They're naturally resistant to poisons, and can make do on foraging and scavenging with ease.
Swamp Tamers - While the nobility of Saeva may decry such practices, the common folk of Saeva have no such reservations about taming the creatures that call the swamp their home. With you on your expedition comes a pack of greatlizards and a single basilisk.
Desperation - There is a learned desperation from living in a ramshackle village in a swamp, where a great monster could rumble out of the trees with no forewarning and there is no safety. Your people will fight harder in a fight and in times of crisis, they will shape up like no other.

Detriments:
Tempest Loyalty - While the common folk may not care for their affiliation with the Kingdom of Tempest, it is all important for the nobility. You will be expected to keep up their standards, and most importantly, not give an inch of land to those treasonous heretics of the Azure Duchy.
Indebted Home - It is not a well kept secret that the Saevan Duchy is quite poor compared to many of its neighboring islands. Resources are hard to pull out of the swamp, and every scrap of gold the King gets goes to his castles and cities.
Rough Hands - In typical Tempest culture, art and creation is one of the most respected jobs. In Saeva, that has long since been phased out for survival and strength among the common people. If you want fine goods, you're going to need to buy - or learn fast.


[ ] The Island of Lygar: The hilly Island of Lygar is home to the Kingdom of Lygar, known for their immense wealth from their prosperous gold and silver mines. The nobility is known for their whimsy and extravagance, and a seemingly fundamental detachment from reality. Even the peasants live fat, contented lives, with little to fear from. But beneath the surface of Lygar, inside its oh so profitable mines lies a darker secret, and there's a reason spiders can be found in every corner of every household of Lygar. The order to send its people to the Island Turtle came from one of the King's many fits of whimsy.

Benefits:
Immense Wealth - The nobility of Lygar is wealthy beyond all belief, and have a tenuous grasp on how much money they have. Requests back home for reinforcements, resources, or otherwise will bring back much more return than others could dream of.
Enthusiasm - Almost no one in Lygar really understands the ramifications of sending a party to settle a part of the Island Turtle. This, however, just means that you have plenty of overexcited recruits signing up, giving a far larger population size than any other party.
Tolerance - The range of Gods the peasants of Lygar worship is quite large, and most worship many- a rare trait. It would be easy to shape their worship to your desires.

Detriments:
Placidity - The average peasant in Lygar has lived a comfortable life, without much struggle. There hasn't been a bumper crop in centuries, and while they still do toil for a living, it's not a struggle. Most of your expedition force may not react well to a crisis.
A Shadow of Spiders - The perpetual infection of spiders that plagues Lygar has seemed to follow you over your boat and onto the Island Turtle. Whatever causes the spiders has not been left behind.
A Sense of Whimsy - The nobility of Lygar's whimsy is famous for a reason. They have definitely not thought this through, and have sent you largely unprepared.
 
Character Sheets


Elvas Prossly
Male
Age: 20

Diplomacy: 6+2=8 You're a quiet sort that struggles to connect with others. You're polite and friendly as a way to keep things distant.
Martial: 11-1=10 You used to be stronger, but you've struggled to make up for the loss of your left hand.
Stewardship: 11 You've gained a sense for management from handling the pens at the beast stables.
Intrigue: 11 You have a sense for plots and schemes honed against the Fang Guild.
Learning: 12 You've spent long nights studying tomes and papers under the candlelight.
Piety: 11+3=14 You can always rely on the spirits to guide you.

Traits:
Robust: Just like many of the citizens of the swamps of Saeva, you have a hardy immune system and are resistant to many poisons. +1 Martial
Spirit Sight: The hidden spirits of the world are visible to you even when they don't will it. Some of them are helpful. Some of them aren't. +2 Piety
Supernatural Affinity: Beasts and spirits alike are soothed by your presence. This has served you well in the dangers of the Saevan swamps. +2 Diplomacy, +1 Piety
Withered Hand: There are some things within the Saevan swamp that nobody should touch. You learnt that the hard way. -2 Martial

Skills:

Learning:
Saevan Beast Taming, Shade Guild (Proficient): For eight years, you diligently studied the art of Beast Taming from the Beast Tomes of the Shade Guild. You know volumes about every common creature in Saeva and then some.
 
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I'm not sure why the vote tally didn't load in for me until after I posted my message, that is incredibly annoying. but the option i wanted one anyway so whatever
 
Character Creation - Part 2
The Island Turtle is one of the most famous legends of the Middle Sea, along with the tales of the Century Eel and the Island Eater. However to most it is just that: a legend. The legend goes that when the Island Turtle emerged, grand ships sailed from all across the world to fight to the death atop its back. In the fury of the battle, the soldiers killed the Island Turtle, and it sank beneath the waves. It's a strange tale, for in the centuries since the last Island Turtle much has been forgotten.

So when the counts and countesses announced they were looking for someone to lead settlers onto the back of the Island Turtle, people didn't think of the stories of centuries ago, of the wealth and glory that an Island Turtle brought, but they thought of being sunk into the ocean. Volunteers were understandably short. So they started looking for more uncommon options, looking for more untrusted options.


Gender
No mechanical effects, some cultural ones
[ ] Male
[ ] Female



Background
Your background will heavily determine your base stats. By default, stats are rolled with a 3d6. For each + you have, you roll one more dice and pick the three best. For each - you have, you roll one more dice and pick the three worst.

[ ] Local Hero: Your name is a popular one among your local villages. Years ago, a hydraling terrorized your villages, snapping up the unwary and lurking in the everpresent darkness. In a fit of foolishness, you went out to slay it- and succeeded. Ever since, you've been the celebrity in your community.
+Diplomacy, +Martial, -Intrigue

[ ] Scoundrel: You started with thievery- but quickly that moved up to blackmail and murder, until you found yourself the leader of a village in all but name. You've made enemies, and some saw to it to get you removed from Saeva in a way you couldn't refuse.
+Intrigue, +Stewardship, -Piety

[ ] Beast Tamer: To the common folk of Saeva, being a Beast Tamer is greatly respected- risking life and limb to tame the aggressive beasts of the swamp. It is, however, an isolated job, without much human contact.
+Martial, +Learning, -Diplomacy

[ ] Beast Hunter: On the flip side of the Beast Tamer are the Beast Hunters. Once they were just as respected as their counterparts, but they fell into the pocket of the Duke as his personal servants. Now they skulk around swamp, city, and village alike, doing his dirty work as much as they protect the common folk.
+Martial, +Intrigue, +Piety, -Stewardship, -Learning

[ ] Soldier: The standing army of Saeva, small and unused as it might be, is diligently kept up to the standards of the Kingdom of Tempest. The ability to form spear walls, march in perfect lockstep, and fight with a sword isn't the most useful when marching through swamps to fight beasts, but it's great for your fellow man.
+Martial, +Stewardship, -Learning

[ ] Lord/Lady: The Lords of Saeva are just high enough to fit into the culture of the Kingdom of Tempest, but just low enough to be stuck in the swamp nonetheless. You've volunteered to be the leader of this expedition knowing that your sister will be the next one stuck managing your meager swamp land.
+Diplomacy, +Stewardship, -Martial

[ ] Scholar: A distant relative of the Duke, the only thing keeping you in the Duke's court is the time you spent overseas at a college in the Duchy of Mensel, a far richer sibling Duchy known for its bevy of colleges.
+Stewardship, +Learning, -Martial

[ ] Smuggler: You've smuggled goods all across the Middle Sea, to the isolated island of Kudo, to the craggy, lonely island of Fengari, and even to the state's enemy of Caerul. But you got caught once by the state, and now they can get you to do whatever they want, lest you end up rotting in a prison.
+Diplomacy, +Intrigue, -Piety

[ ] Red Apprentice: The magic of red is Pyromancy, the magic of fire, rage, and passion. You'd only been learning from your master for a few years before the Duke himself came knocking for a favor on your master's door. In their place, you've been sent.
+3 Magic (Apprentice)
+Learning, -Martial, -Stewardship



Traits
You have three shinies to spend on traits. Unspent shinies will be used on powerful strokes of luck during the first few turns. These traits give flat bonuses to stats.

[ ] Vicious: You are unrelenting and determined to the point of excess. You are always raring for a fight.
1 Cost
+2 Martial, -1 Diplomacy

[ ] Robust: Just like many of the citizens of the swamps of Saeva, you have a hardy immune system and are resistant to many poisons.
1 Cost
+1 Martial

[ ] Polyglot: Languages come easily to you.
1 Cost
+1 Diplomacy

[ ] Superstitious: You often feel compelled to keep up small rituals and appease the spirits and gods around you.
1 Cost
+2 Piety, -1 Intrigue

[ ] Organized: You take special care to make sure things around you are in place and organized.
1 Cost
+1 Stewardship

[ ] Quiet: You're naturally quiet in everything you do, from your footsteps to your voice. Some people have a tendency to forget you're there entirely.
1 Cost
+1 Intrigue

[ ] Liar: Perhaps it's compulsive, perhaps you just enjoy messing with people, but you are a habitual liar.
1 Cost
+2 Intrigue, -1 Diplomacy

[ ] Curiosity: You have a love of learning and are easily distracted by every problem put in front of you.
1 Cost
+2 Learning, -1 Intrigue

[ ] Eagle Eyed: You are particularly observant, and only need to see things once to remember them again.
1 Cost
+1 Learning

[ ] Latent Magic: Sometimes unexplainable things happen around you. You have a good idea what's causing it, and keep it under wraps as well as you can. (Stacks with Red Apprentice background.)
2 Cost
+1 Magic (Untrained)

[ ] Young Prodigy: You are brilliant despite your young age, and you'll only get better with time. Some may doubt you, but you'll show them.
3 Cost
High Potential. (Personal training actions are twice as effective. Chance for explosive growth under stress.)

[ ] Spirit Sight: The hidden spirits of the world are visible to you even when they don't will it. Some of them are helpful. Some of them aren't.
2 Cost
+2 Piety

[ ] God Touched: Ever since you got on the accursed ship to the Island Turtle, you've felt something watching you. In your dreams you get a glance at its immeasurable power, and its sheer scale terrifies you
3 Cost
+4 Piety

[ ] Supernatural Affinity: Beasts and spirits alike are soothed by your presence. This has served you well in the dangers of the Saevan swamps.
2 Cost
+2 Diplomacy, +1 Piety

[ ] Beast Blood: You have the ignominious honor of being descended from a beast. Regardless of how many generations ago, it is seen as a stain on your character.
2 Cost
+4 Martial

[ ] Unlucky: Things have a tendency to go wrong for you. One random personal action each turn has all rolls rolled with disadvantage.
Gain 2 more shinies

[ ] Ever Changing Face: Of all the curses it could be, you suppose it could be worse. But there is something deeply unsettling about the way your features melt and shift at all times.
-2 Diplomacy
Gain 2 more shinies

[ ] Withered Hand: There are some things within the Saevan swamp that nobody should touch. You learnt that the hard way.
-2 Martial
Gain 2 more shinies

This vote will be done by plan(gender excluded), so that more interesting builds can be chosen. Character appearance/name will be voted on next update. Magic is a valid choice, but taking it here is not the only time you can learn to use it. All negative traits are curable, but it won't be easy.
 
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[X] Female

[X]Plan: Not complicated
-[X] Lord/Lady: The Lords of Saeva are just high enough to fit into the culture of the Kingdom of Tempest, but just low enough to be stuck in the swamp nonetheless. You've volunteered to be the leader of this expedition knowing that your sister will be the next one stuck managing your meager swamp land.
+Diplomacy, +Stewardship, -Martial
-[X] Save the three
 
[X] Male

[X] Plan Cursed Prodigy
-[X] Beast Tamer: To the common folk of Saeva, being a Beast Tamer is greatly respected- risking life and limb to tame the aggressive beasts of the swamp. It is, however, an isolated job, without much human contact.
+Martial, +Learning, -Diplomacy
-[X] Young Prodigy: You are brilliant despite your young age, and you'll only get better with time. Some may doubt you, but you'll show them.
3 Cost
High Potential. (Personal training actions are twice as effective. Chance for explosive growth under stress.)
-[X] Organized: You take special care to make sure things around you are in place and organized.
1 Cost
+1 Stewardship
-[X] Eagle Eyed: You are particularly observant, and only need to see things once to remember them again.
1 Cost
+1 Learning
-[X] Ever Changing Face: Of all the curses it could be, you suppose it could be worse. But there is something deeply unsettling about the way your features melt and shift at all times.
-2 Diplomacy
Gain 2 more shinies

Our early turns will be hard but it will pay off longterm. Our curse serves as a good narrative reason for seeking the company of beasts and solitude from our fellow many at so young an age. Martial will be important if we are at odds with the Azure settlers and there dragon guard, and learning will help us make up for our lack of artisans.
 
[X] Male

[X] Plan Spirit Tamer
-[X] Beast Tamer: To the common folk of Saeva, being a Beast Tamer is greatly respected- risking life and limb to tame the aggressive beasts of the swamp. It is, however, an isolated job, without much human contact.
+Martial, +Learning, -Diplomacy
-[X] Robust: Just like many of the citizens of the swamps of Saeva, you have a hardy immune system and are resistant to many poisons.
1 Cost
+1 Martial
-[X] Spirit Sight: The hidden spirits of the world are visible to you even when they don't will it. Some of them are helpful. Some of them aren't.
2 Cost
+2 Piety
-[X] Supernatural Affinity: Beasts and spirits alike are soothed by your presence. This has served you well in the dangers of the Saevan swamps.
2 Cost
+2 Diplomacy, +1 Piety
-[X] Withered Hand: There are some things within the Saevan swamp that nobody should touch. You learnt that the hard way.
-2 Martial
Gain 2 more shinies
 
[X] Male

[X] Plan Unlimited Power
-[X] Red Apprentice: The magic of red is Pyromancy, the magic of fire, rage, and passion. You'd only been learning from your master for a few years before the Duke himself came knocking for a favor on your master's door. In their place, you've been sent.
+3 Magic (Apprentice)
+Learning, -Martial, -Stewardship
-[X] Curiosity: You have a love of learning and are easily distracted by every problem put in front of you.
1 Cost
+2 Learning, -1 Intrigue
-[X] Latent Magic: Sometimes unexplainable things happen around you. You have a good idea what's causing it, and keep it under wraps as well as you can. (Stacks with Red Apprentice background.)
2 Cost
+1 Magic (Untrained)
 
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