Amidst the Ruins: A Fantasy Migration Era CK Quest

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Centuries ago, the almighty High Domain of Inisha collapsed and the whole continent has yet to recover. Can you take control of a minor player in a continent at war and survive?
Character creation 1
The High Domain of Inisha, ruled by the wise, learned, and almighty High Council, was the greatest empire the world has ever known. It emerged from a convocation of mages that seized power in the small town of Inisha on the banks of the river Rethnit that precipitously grew in magical might and military strength. Under the Councilors' Banner the forces of the High Domain conquered the various nations of Arenish, human and otherwise. They subdued the spritefolk of the Grey Forests and negotiated vassalage of the molefolk at the base of the Great Mountains. They conquered every isle of the Central Sea and the basin of Eniqaat on the southern shores. When they heard that the wealthy Qaat lived yet further south, across a vast desert, they employed incredible magical might to forge a canal across the desert in a year and sailed an army through it to make the Qaat submit as well.
For generations, the High Domain unified Arenish in thought, law, and culture. Trade flourished as the imperial roads were kept safe from banditry and the seas were purged of pirates. Cities boomed and harvests blossomed. Magical knowledge was shared and standardized, with the Council replenishing its ranks with the brightest pupils of the Domain's dedicated magical academies, and many important discoveries were made by imperial researchers. Magical artifacts and resources, chief among them the potent star-hearts, were brought to the capital complex, reserved for the use of the Councilors alone. It was a glorious age.
The High Council of Inisha fell two hundred years ago and the continent has never recovered. The twelve nations of Arenish, always contentious, turned upon each other in devastating, endless wars and stormy diplomacy. Monstrous hordes overran the old defensive lines and pillaged great cities and realms, leaving behind naught more than pasture for their horses. These armies in time overcame every one of the old nations, subjecting them to brutish and unenlightened rule for generations.
This endless warfare has wrought a terrible toll on the lands and their peoples. The ethereal forestfolk, a kind and gentle people, were wiped out to the last sprite in wars, famines, and spiritfire. The industrious molefolk retreated to their deepforts in the foothills and swore to never treat with the surface again. Within those same mountains, the handful of traversable passes were intentionally destroyed by ice mages of the north, cutting off their old bastions from all contact. Great Inish cities were razed to the ground and never rebuilt. Culture, trade, and even civilization itself barely hang on by a thread, sustained only by the efforts of our temples, the mercantile cities, and what choice relics the barbarian kings hoard in their stark fortresses.
The most tragic reminder of how far we have fallen is the old capital, Inisha, Great and Mighty itself. This metropolis of marble and quartz was once the largest city in the world. Now, farmers plow fields between the foundations of massive temples long since vanished. Rough shacks are built from piles of marble and brick that were once splendid pleasure palaces. Children drink silty water from the basins of wrecked bathhouses. The city is dead, and nothing but shades of glory remain. Only a minuscule fraction of the population at the city's height can subsist within its demolished walls today, and the center of the city, its once-grandest plazas and monuments, remains completely abandoned. What traces remain of Councilor nigh-almighty magics supposedly keep any would-be intruder out…

Excerpt from the Great Complaint on the Condition of the Nations by the Venerable Father Danesiti III, ACC 641

It was the grace of the gods that saw our people, the earth-born Recharaz, leave our homelands in Old Allestam: mighty Therdinas, wise Gerdutin, and all-seeing Tarshan, though we did not know Him by that name at that time. Spurred by our wise women and favorable signs, we departed from the east, from the brutish nations and mighty beasts that also dwelt there and pursued us, and first entered the land of Enka, on the border of the High Domain of Inisha. With us were our brother tribes, the horse-born Thurgwaz, the sea-born Burlengaz, and the sky-born Alestaz.
We bade the Councilors grant us asylum and the right to settle in their empty frontiers, for we feared those who followed us. Yet the Councilors were arrogant and denied us entry, and our pursuers attacked us in Enka and slaughtered many of our people. In righteous anger and fear we overcame the Inish defenses to the west; through cunning skill and artifice we surmounted walls, seized cities, and took lands as our own. We Recharaz took the hills of Ispiyat as our own, the Thurgwaz took the plains of Karushiya, the Burlengaz took the islands of Darupal, and the Alestaz took the rivers of Mitama.
Some of us prospered, and some of us suffered. The Thurgwaz expanded their kingdom into the heartlands of the High Domain as that realm crumbled and became the most powerful of us all. The Alestaz were quickly overcome by rebellion and invasion by monstrous folk from the east, chief among them the Ikhtharai whom all others now fear.
We Recharaz and the Burlengaz both held our kingdoms but did not expand, seeking instead to find prosperity and common understanding with the peoples we rule. We learned of Inish gods and accepted them as our own, as the Inish people in our lands learned of Allestammer gods and accepted them in turn. In our traditions of monarchy we have established more stable rule than the constant chaos and civil war of the High Domain when it still ruled these lands, and our Kings rule justly under the watchful eye of Tarshan, highest among the gods. It is as fellow worshippers of Tarshan and the other gods, Inish and Allestammer, that we formally request your aid against the Ikhtharai threat…

Excerpt from a rather circumspect missive sent by the Master of the House (an administrator directly serving the King) of the Kingdom of Rechaum, pleading for assistance from non-Allestammer kingdoms against invasion, ACC 702. These pleas fell on deaf ears and the Kingdom was conquered by the Ikhtharai before ACC 710.

Welcome to Arenish, where a mighty, magical empire once ruled, but has long since fallen! For centuries now these lands have proven incredibly unstable, with powerful states rising and falling practically every generation. Warfare is constant, and with every year that passes the livelihood of the common people grows worse.

On the periphery of the mightiest nations, dozens of small principalities attempt to eke out a decent existence. Some succeed, but most end up becoming a staging ground for yet another war between two larger nations or the victims of a raid by bandits.

Congratulations, you unfortunate fool, you are the new ruler of one of these godsforsaken states! Where is your weak little principality located within Arenish?

[ ] The highlands of Bassi. These lands are close to the heartland of what once was the High Domain, now ruled by a complex feudal system established by your Thurgwaz ancestors roughly a century ago. You are a vassal of the "King of Inisha," a toothless and meaningless title, but infighting between the vassals is constant and fruitless.
[ ] One of the islands of Darupal. This ancient archipelago has retained much of its insular nature (in both meanings of the word) even after the fall of the High Domain, but that didn't stop your Burlengaz ancestors from taking over the place. You're safer here than in most parts of Arenish, but also have a lot less potential to get much done; your subjects aren't interested in foreign adventuring, unless you can do something about the pirates…
[ ] The coastline of Annitash, just south of the Great Mountains. The Allestammer never made it to this region, which means all the little successor states of the High Domain are actually ruled by Inish people! That doesn't mean life is any better here, though; the few survivors of the Council settled here when the High Domain fell and brought along their magical artifacts. Their descendants wage much more…destructive war against each other than in other parts of Arenish, all under the pretense of a lot of completely defunct titles. You're one of that deluded lot, sad to say.
[ ] One of the cities of the Eniqaat. Located on the south shore of the Central Sea, your people are a mixture of Inish settlers and Qaati merchants who passed through the Great Canal to expand trading networks between Inisha and Qaat. When the High Domain fell, so too did the trade networks, and many Eniqaati turned to piracy—including your family! Yo ho ho.
[ ] One of the villages along the Mitama River. The other great river of the continent besides the Rethnit, your people are a stubborn lot. You resisted Inish rule for decades and retained your language and culture even after the conquest. When the Allestammer invaded, you successfully rebelled against them and forced their local remnants to kneel to you. The Riverine Confederation of which your village is a member is strong—but the fearsome Ikhtharai hordes are stronger, right next door, and looking to expand. Good luck.

Let's find out a little more about yourself. How old are you, and what gender are you? We'll determine your actual name once your culture has been picked from the options above…

[ ] Age: A child of fifteen. Your parents have died too young, and now you've been saddled with responsibility before your time. Vultures are circling. Probably the worst option for your continued, ahem, survival.
[ ] Age: A young person of twenty-one. Your parents prepared you to rule, but you still don't feel ready. You will need to marry soon.
[ ] Age: A young adult of twenty-seven. You recently got married—congratulations—and now either having or adopting a child is a priority for you.

[ ] Gender: Male
[ ] Gender: Female
[ ] Gender: Non-binary (Only available in Bassi and Darupal; the Allestammer peoples have a more expansive view of gender than the Inish and Qaati do!)

Welcome to a quest in an original setting I hope to write a story in one day! This quest involves taking control of a small nation in a fantasy take on the later parts of the European Migration Era and attempting to steer it through the waves of a continent in chaos, only lasting as long as the ruler survives. Mechanics wise it'll be a pretty simple take on Crusader Kings style quests—the narrative comes first. I apologize for all the random names and concepts being thrown around; once the setting and character are solidly decided I can explain things a bit more thoroughly. Feel free to ask questions about anything!
 
Character creation 2
Welcome, brave sailor, to the fortunate coast of Eniqaat! May Aluna, goddess of the seas, bless your many journeys to come. Host to a dozen dozen towns hugging the rugged shore and a largely empty interior, Eniqaat is an entrepot of languages, cultures, and ways of life. First settled by fishermen distantly related to the Darupali millennia ago, the region was originally known as Enipal and was a pirate stronghold during the rise of the High Domain. Plagued by raids on their shipping, the Councilors voted to build and arm a large fleet to destroy the menace.

In a hard-fought battle off of Penthion Point, a ragtag fleet of Enipali vessels dealt the Inish a sound defeat. This victory was enshrined in local legend, lending Eniqaat its "fortunate coast" nickname. That fortune only lasted until the Inish sent another larger and mage-supported fleet the next year. The second fleet trounced the Enipali and allowed the High Domain to conquer the region over the course of five years.

Over the following three centuries of Inish dominance, tens of thousands of settlers moved to the region, founding most of the towns that exist today. The High Domain enabled Enipal to thrive like never before by building aqueducts into the mountains for drinking water and for bathhouses; no Eniqaati village today considers itself complete without a functioning bathhouse.

The most important event in the history of the region was the construction of the Grand Canal. Three-quarters of the Councilor class of Inisha sailed across the Central Sea to conduct the rituals in person to dig the massive project. Once complete, Enipal became a crucial contact point between Arenish proper and the lands of the Qaat across the desert. The Qaat, mercantile and prodigiously wealthy, rapidly established themselves in trading colonies in every port between their homeland and Inisha. Soon, they outnumbered both the native Enipali and the Inish settlers in what gradually became known as "Eniqaat" instead. The Qaati brought a delicious culinary palate, both mundane and magical innovations to make the warm climate more hospitable, and a rigid social organization of clans that often come to blows with each other to the region. Clan loyalty surpasses loyalty to one's nation or even one's ship, which is why Qaati vessels are usually staffed by members of the same clan.

With the fall of the High Domain, Qaati clan squabbles and Inish political disputes quickly boiled over into anarchy. The Councilor last appointed by the Domain to administer Eniqaat, one Hantessu Halupant, escaped the chaotic fall of Inisha to rule over the area for a few years, but he was eventually found murdered in his bed and rival factions disputed who should succeed him. Soon, central authority collapsed, and vying power blocs attained various levels of control over various parts of the region. In this environment unlawful activity flourished, in particular piracy; it was quickly discovered that there was a quicker and better stater* to be made attacking shipping routes and even coastal settlements than by attempting to maintain those routes, especially once the Inishan market completely collapsed.

Many Eniqaati rulers today quietly condone "the ragged trade" and a few even do so openly. It is a gruesome business: plunder in currency, valuables, and slaves is first acquired on the northern shores of the Central Sea and even from farther afield and brought back to great markets in the Eniqaati town centers for sale.
These markets are a familiar sight to you—you grew up visiting them every month or so to learn the family business. But how do you feel about the ragged trade?

*The standard unit of silver across Arenish.

[ ] You embrace it. Upon the plunder of slaves and goods your ancestors have brought home your town has grown rich and powerful. Now that you rule you will continue to support piracy and engage in it yourself—perhaps even openly declaring your town a haven for smugglers! This might make you a target for any retaliatory naval actions by countries victimized by piracy, but might also attract powerful pirates to town to serve on your crews. A martial lifestyle, to be sure.

[ ] You tolerate it. You have no interest in raiding and pillaging yourself—slavery in particular makes you uncomfortable—but your people have long engaged in it and you don't feel the need or see how to restrict them. You will be primarily investing in other projects, but piracy will continue at a moderate level and may cause effects on your town in the future. You can also choose to set sail under the black flag later on, if you so choose. This is the sort of choice someone preoccupied with wealth above all else might choose.

[ ] You reject it. As you grew up, you came to realize just how monstrous of a foundation upon which your town was built. You will allow it no longer—upon ascending the throne, your first decree is to declare pirates to no longer be welcome in your ports! Many of your sailors will be unhappy at this, some violently so, and you will need to quickly determine and organize a different way forward for your town's continued prosperity. A silver tongue may prove useful on this path…

Before we can really get into that, let's determine a bit more about you, hmm? What about your heritage: are you Qaati, Inish, or indigenous Pali? (Voting for a specific name is a vote for that culture)

-Qaati heritage. You hail from the Daroowo clan, one of the four Qaati clans who braved the Canal centuries ago to find greater wealth trading with Inisha. Your clan and people have struggled since those halcyon days, but perhaps you can restore some of that wealth, and build a great pleasure mansion atop a cliff as every Qaati merchant dreams of doing. As a Qaati, you will have to reckon with clan politics, including deep-seated rivalries and old obligations. On the other hand, you will have an inroad with all of those Qaati merchants from down south…
[ ] Qaati: Abroone
[ ] Qaati: Qaasaali
[ ] Qaati: Nimcaan
[ ] Qaati: Mooge

-Inish heritage. You hail from the Sanruna family, a descendant of a bastard of a High Councilor some four hundred and fifty years ago. Your family prizes its heritage; through that lineage comes a legacy of inheritable magical strength and a few treasured High Domain weapons and trinkets. Recently they've been put to use at sea—what will you do with your enchanted dagger? As an Inishan, you place great importance on worship of the gods and on magical prowess. On the other hand, everyone and their mother knows a foppish Inish nobleman is a great prize to capture, rob, or even kill…
[ ] Inish: Warsin
[ ] Inish: Zenatar
[ ] Inish: Tawal
[ ] Inish: Tesumin

-Pali heritage. You hail from the Kolamba family, traditional chieftains of your settlement. Your ancestors were here long before the settlers first saw these shores, and your descendants will be here long after they're all gone. Your people are poor and lack many resources that the Inish and Qaati possess, but they make up for it in a deeper knowledge of the land and sea—including the hidden spells handed down from generation to generation that give your people a closer relationship with the sea than any other. As a Pali, you rule a smaller and less powerful town than with the other two tribes, but you have special magic and knowledge of the land that will help you survive and thrive.
[ ] Pali: Kolu
[ ] Pali: Reru
[ ] Pali: Oluva
[ ] Pali: Pakutu

Beyond your heritage, what sort of fellow are you? Choose one of the major and minor categories each. (Don't worry, you'll receive more traits quickly)

[ ] Major: You are quick to make friends and enjoy spending time in the company of others. +2 to Diplomacy and you receive one extra Diplomacy action per turn.
[ ] Major: You love the thrill of battle and enjoy daily spars in the barracks with your men. +2 to Martial and you receive one extra Martial action per turn.
[ ] Major: You looooove gooold…ahem. You are passionate about making money and ensuring your enterprises are run efficiently. +2 to Stewardship and you receive one extra Stewardship action per turn.
[ ] Major: You are fascinated by plots and schemes, and always keep an eye on the more subtle goings-on in your town. +2 to Intrigue and you receive one extra Intrigue action per turn.
[ ] Major: You have been a voracious reader ever since you were young and seek to learn as much about the world as you can. +2 to Learning and you receive one extra Learning action per turn.
[ ] Major: You have an especial knack for magic and dream of one day becoming a mage to rival the High Councilors of old. +2 to Magic and you receive one extra Magic action per turn.

[ ] Minor: You are physically strong. +2 to Martial, +1 to Diplomacy.
[ ] Minor: You are rather cunning. +2 to Intrigue, +1 to Learning.
[ ] Minor: You are magically gifted. +2 to Magic, +1 to Intrigue.
[ ] Minor: You are quite handsome. +2 to Diplomacy, +1 to Stewardship.
[ ] Minor: You have a head for numbers. +2 to Stewardship, +1 to Magic.
[ ] Minor: You have a fascination with history. +2 to Learning, +1 to Martial.

The way the numbers will work is that you start at a base of 10 in all stats. DCs will range from 0 to 40 and your score in a particular stat will be added to a d40 roll to determine pass or fail. You'll be able to increase your stats up to about 20 or so barring exceptional luck. You'll also be able to recruit people and acquire objects to add to your scores.
 
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