This quest will be a CK2 style game where one of the Anglo-Saxon kingdoms (somewhat tweaked for gameplay reasons) is transported to an original fantasy world. Choose which of the following kingdoms you wish to play as:
Wessex
The House of Wessex are the historical unifiers of England. Of mixed British and Saxon heritage, Wessex had been a relatively minor kingdom until the 8th century when it rather exploded into prominence. Notably, they were the only Anglo-Saxon kingdom to successfully repel the Vikings under the command of Alfred the Great. Under Alfred and his heirs, Wessex would preside over an extended period of prosperity and literary creation due in large part to Alfred's educational reforms.
Strengths:
Touch of Destiny: The members of your dynasty receive an additional 1d6 to all stats and critical successes and failures are more drastic than normal.
Anglo-Saxon Chronicle: Wessex keeps excellent records and has a relatively high level of literacy for a 9th century European kingdom.
Burghs: No part of Wessex is more than twenty miles away from heavily fortified towns known as Burghs. This allows the peasants to seek shelter from raiders.
Rex Anglorum: Start with Alfred the Great as your first character.
Weaknesses:
Glorious, but Short: The members of the House of Wessex have an unfortunate tendency of dying young.
Fyrd: The army of Wessex is mostly composed of peasant levies fighting in shield walls and lacks in both arms and armour.
Mercia
Mercia was the realm of the mighty king Offa. King Offa held hegemonic control of all of southern England and was so powerful that Charlemagne himself treated him seriously. Through the liberal application of kinslaying, Offa successfully removed any possible challengers to his son succeeding him after he died. Mercia had powerful heroic armies of thanes who seemed to be just a little bit better than their rivals. Notably, Women enjoyed greatly improved status in Mercia and occasionally even fought in the armies (see Aethelflaed, the Lady of Mercia).
Strengths:
Powerful Thanes: Your armies are drawn from a warrior aristocracy and perform noticeably better than most warriors.
Shieldmaidens: The women of Mercia are more involved in public life and may number among your thanes (15%).
Offa Rex: Mercia is well practiced in managing sub-kingdoms and will likely succeed in such enterprises in the future.
Weaknesses
Illiteracy: Very few Mercians are literate and those that are are exclusively clergy (who are themselves limited in number).
Hegemony: There is a great deal of cultural resistance to the outright annexation of foreign peoples rather than merely placing yourself as overlord.
Kinslayers: Your entire dynasty are stained by their unfortunate habit of indulging in kinslaying and the murder of small children.
Northumbria
The kingdom of Northumbria was formed by the unification of Bernicia and Deira. As a result, it is a very fractious realm that seems to live on intrigue. However, due to early influences from the Celtic clergy, it has an exceptionally robust monastic tradition and significant scholarly activity.
Strengths:
Northumbrian Renaissance: Northumbria has a thriving monastic culture that is rich in scholarship and holds many substantial libraries. This is the culture that birther Bede.
Web of Shadows: Northumbrian nobles are masters of intrigue and are sure to perform well in this strange new world.
Monastic Splendor: The monasteries of Northumbria are glorious structures where magnificent art is created. Illuminated manuscritpts are a speciality (see Lindisfarne Gospels).
Weaknesses:
Backstabbing bastards: Northumbrian nobles are masters of intrigue and might suddenly stab you at the first opportunity.
Civil War is our National Sport: Northumbria is very unstable and is very susceptible to erupting into violent infighting.