The Exiled (CK2 Fantasy Empire Quest)

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"Let me explain to you something about the Realm of Exiles that most people do not realise. It...
Chargen One
Location
At the Edge of Insanity
"Let me explain to you something about the Realm of Exiles that most people do not realise. It is practically a parasite. Not only does it keep any beings exiled to it and refuses to let them leave with their lives, but it also often devours entire landscapes from other planes. Something magical goes haywire and suddenly a tower is missing? A village? Half a beach? A mountain? Then you can bet everything on it that whatever went missing will end up in the Realm of Exiles. Truth be told, I have seen it happen more often than I'm comfortable with." - Hadlon the Wise, Librarian of the Royal Archives, Year 241 of the Second Era

"Trust me, the ritual has been prepared with the outmost care. There is absolutely no chance anything could go wrong." - Archmage Antonius shortly before his entire tower was ripped out of the dimension, 64th Year of Gold

"Guzog! Put da shiny bits down again before I smash yer head in!" - Orc-Chief Targa moments before he smashed another Orc's head into an artifact, causing an explosion that caused the entire Tribe to disappear with barely a trace, 572th Year after the Restoration of Sederias

"Fools! I have cheated death more than once and I shall escape once again!" - Sandro the Lich, shortly before accidentally using the wrong Portal spell

"For crimes against the Empire I sentence you to permanent exile. Wizard! Open the portal!" - Executor Halbar of the Tarian Empire


The Multiverse is an expansive and far more fragile place than even the greatest scholars and wizards of the various planes realise. Therefore it comes as barely any surprise when during the endless meddling of the Great Powers some Wizards devised the perfect prison... an artificial and utterly unpredictable plane of existence which no living nor unliving being can leave and not even the Gods could influence. Unfortunately for them, they ended up exiling themselves during the creation. Information on how to open a portal spread regardless and in the following centuries it has been regularly used as a quick way to get rid of one's opposition. Not to mention that in the Realm of Exiles, as it is nowadays called, mere existence regularly destabilises the boundaries between the various planes of existence.

You, meanwhile, are the newest unlucky fool to be thrown into a portal. It doesn't matter if it was a magical accident, a part of a trap or if you had a particularly angry Spellcaster after you. The fact is that you are doomed to eternal Exile.

Regardless, the question right now is... Who are you?

[] Name
[] Gender
[] Age
[] Race
- Human
- Elf
- Darkelf
- Half-Elf
- Dwarf
- Halfling
- Gnome
- Kobold
- Goblin
- Frostling
- Orc
- Half-Orc
- Lizard
- Celestial
- Demon
- Devil
- Vampire
- Lich
- Write in
[] Alignment
- Good
- Neutral
- Evil
[] Specialty
-[] Martial
-[] Diplomacy
-[] Intrigue
-[] Intelligence
-[] Stewardship

(Please vote in Plans.)

(I'm writing this in addition to my other Quest for the sake of variation and because a fully original setting, although heavily inspired by generic D&D style fantasy and anything based on it, leaves pretty much everything open for interpretation.)
 
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Chargen Two
[Tethys Allora]

Ah, an Elf. Usually the most long-lived race on most of the more mundane planes of Existence and infamous for their arrogance or reclusiveness but also for their intelligence, beauty and often a connection to nature. Its not allways true, but this stereotype has spread through most of the Multiverse except on any worlds that have quite different Elves. Those tend to not be quite as common though and totaly defy ALL expectations.

Not that this will matter where you are going... Probably at least.

Trait Selection (three only)


[] Duelist: A touchy ego and a hand that tends to quickly draw a blade make for a lethal combination. (+2 Martial, -1 Diplomacy).

[] Giant: By the gods, you're enormous! Genetics has (blessed? cursed?) you with a towering size, to use as you see fit. Many find you intimidating, but you have no hope of hiding in a crowd. (+1 Diplomacy, +2 Martial, -3 Intrigue)

[] Spartan: You shun decoration and frivolities. Instead, you require simplicity and practicality. (+1 Martial, +1 Intrigue)

[] Gregarious: You are outgoing and boisterous, much to the delight of your company. (+2 Diplomacy, -1 Intrigue)

[] Recluse: You shun the company of others, and have dedicated your time to other pursuits. (-3 Diplomacy, +3 Intelligence)

[] Suave: You are attractive, know how to manipulate others, slay your enemies, and how to look good doing it. (+1 Intrigue, +1 Diplomacy)

[] Trusting: You like people, and they appreciate that. (+2 Diplomacy, -2 Intrigue)

[] Attractive: You are beautiful/handsome. (+2 Diplomacy)

[] Administrator: You've mastered one of the most essential of things in most civilisations. How to navigate through paperwork. (+1 Stewardship +1 Intelligence)

[] Hunter: You have hunted many things in your life. Beginning from deer and rabbits to the more vicious things like wolves, boars, bears and so on. (+1 Martial, +1 Intrigue)

[] Brave: You fear nothing… even if you should. (+2 Martial, -1 Intrigue)

[] Smuggler: You used to work with smugglers a long time ago, a quite educational experience on how to not get caught. (+1 Intrigue, +1 Intelligence, -1 Martial)

[] Bruiser: Never has a problem presented itself that cannot be solved with violence. (+3 Martial, -2 Intrigue, -1 Intelligence)

[] Flair for the Dramatic: You missed your calling as an actor, as you are able to easily emotionally invest those you work with. However, you are less inclined to take subtle, less glory-winning approaches. (+2 Diplomacy, -1 Intrigue)

[] Scribe: Due to your history of hoarding and studying books of any kind you know a litany of facts and trivia. (+1 Intelligence, +1 Stewardship)

[] Quick-Witted: You are a fast learner. (+2 Intelligence, +1 Martial).

[] Booming Voice: Your vocal cords go all the way to eleven, a useful trait to wield if you need drown out any other noise… but not anywhere else (+2 Martial, -1 Diplomacy, -1 Intrigue)

[] Persuasive: You always find the right words, no matter the situation. Unfortunately in exchange for a sharp tongue your ability to get your point across through violence has a bit blunted. (+2 Diplomacy, -1 Martial)

[] Hedonist: Life has to be lived to the fullest, and you can use that experience well. (-2 Diplomacy, +2 Intrigue)

[] Interrogator: Sometimes, the gangs used you for unsavory work, and put you to task at bringing answers out of others in a violent fashion. This has made you very adept at the practice, but your mindset is off-putting in polite company. (+2 Intrigue, -1 Diplomacy)

[] Strong: You are blessed with a powerful physique. (+2 Martial, +1 Diplomacy)

[] Wroth: Your anger strikes frequently and without mercy. (-1 Diplomacy, +2 Martial)

[] Agile: You are flexible and quick. (+1 Martial, +1 Intrigue)

[] Scholar: You have spent a long time doing nothing but studying. Unfortunately you neglected your body in the meantime. (+2 Intelligence, +1 Stewardship, +1 Intrigue, -3 Martial)

[] Leader: You are a natural born leader, able to inspire and draw others to your cause. (+2 Diplomacy, +1 Martial)

[] Whisperer: You keep your speech (and often your thoughts) quiet. (+2 Intrigue, -1 Diplomacy)

[] Paranoid: You didn't get this far in life without watching your back...constantly. Unfortunately it also has led you to assuming the worst of everyone. (+2 Intrigue, -2 to Diplomacy)

[] Small Frame: You aren't as large as many of your peers, but you are certainly more agile. (-1 Martial, +1 Intrigue, +1 Diplomacy)

[] Just: You always do your best to wield the scales of justice with care, and hold yourself to a higher standard than most. (+2 Diplomacy, -2 Intrigue)

[] Heretic: Oh, many clerics would love to get their hands on the knowledge in your head... or at least just your head. You've collected a great amount of information on the more vile beings in existence, and while you don't worship them, you don't fear them as much as you probably should (+1 Intelligence, bonus to interacting with cultists, demons and devils)

[] Religious: Even if you may not follow them to the letter, you hold the teachings of your religion dear to your heart. (+1 Intelligence, bonus to interacting with most Clerics and Celestial beings)

[] Dwarf-friend: While in some worlds Dwarves and Elves tend to bicker like there is no tomorrow you meanwhile had the luck that either in your world the relationship between your races was far better and more along the lines of siblings instead of rivals or that you yourself simply managed to get along with them quite well. (+1 Martial, +1 Stewardship, bonus to interacting with Dwarves)

[] Necromancer: You know a lot more about Necromancy than any person should. Not that you care particularly much, since you consider it rather interesting. (+1 Intelligence, +1 Intrigue, bonus to interacting with Undead Forces, capable of some Necromancy)

Personality Quirks (pick two): Quirks that have no statistical effect on the quest but lets me make some funny comments here and there.

[]Neat-Freak: EVERYTHING MUST BE NEAT AND TIDY.

[]Sarcastic: Your wit is caustic in nature.

[]Blunt: You don't sugar coat anything.

[]Slob: Though your outward appearance is normal, whatever living spaces you use are a nightmare straight from some kind of hell.

[]Energetic: You put a little more energy into interaction and speech than most.

[]Subdued: You put a little less energy into interaction and speech than most.

[][write-in-hobby]: You devote a portion of your free time into a reasonable, non stat-affecting hobby.

[]Romantic: You entertain dreams of being unimaginably heroic.

[]Optimistic: You always look at the brightest side of a situation.

[]Realistic: You look at situations how they are.

[]Pessimistic: You've come to expect the worst from every situation.

[]Calligrapher: Your handwriting is not only impeccable, it's beautiful.

[]Poultry Scribe: Your handwriting is a disgusting mess.

[]Easily bored: You are easily bored.

[]Not A Morning Person: Waking up is an arduous and difficult task.

[]Omnivore: You can eat things that would creep most others out.

[]Connoisseur: You practice fine dining and are quite a picky eater.

[]No Sense of Smell: A childhood accident left you without the ability to smell.

[]Sleepy: You are prone to cat-naps.

[]Materialistic: You like having and spending money.

[]Artistic Eye: You have a knack for tasteful decoration and fine art.

[]Absent-Minded: You sometimes get lost in your own thoughts.

[]Traveler: You find a unique beauty in the countless cultures and locations offered by the Multiverse. Not that you are likely to see much of it anymore, but the Realm of Exiles is quite interesting as well.

[]Disheveled: You don't have time to clean up, you have important things to do!

[]Well-Groomed: You keep yourself tidy. It might be quite difficult to ensure that sometimes, but you make do.
 
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Chargen Three/Final
[X] Plan: Praying with Style

Apparently you might have been a religious leader, a preacher or something along those lines. Pray that this will get you an open ear or two and not a mace to the head where you are going.

Oh, hey... that looks like the ground! *THUD*

First Hero (the first mentioned attribute is the main specialisation, the second the secondary one):

[] Thelen, male Elf: A charismatic, but self-righteous self-declared crusader against evil with all that it entails. Including the crushing of skulls. (Martial/Diplomacy specialisation)

[] Tisrel, female Elf: A elven scholar and all in all someone who spends more time with her nose in books than is likely good for her. (Intelligence/Stewardship)

[] Chaera, female Celestial: A winged, gracious Celestial from one of the more heavenly realms. Charming and very intelligent. (Diplomacy/Intelligence specialisation)

[] Derax, male Devil: A bookkeeper straight from one of the hells, although unqiue in the way that he usually gets summoned for exactly that. VERY devious bookkeeping, contract writing and so on and takes his payment in mundane currencies. Allways stuck somewhere between being polite and sarcastic. (Stewardship/Intelligence specialisation)

[] Gorim, Dwarf: A dwarven runesmith of some renown and a perfect representative of dwarven stubborness, strength and incredible alcohol tolerance. Quite a friendly and boisterous fellow though. (Martial/Intelligence)

[] Revrik, male Frostling: A weird Frostling infamous for ludicrous shemes, including trying to sell ice in a underground fortress in the middle of a desert... with the fortress being a trap. "FIRE!... I MEAN ICE!" (Intrigue, Martial)

[] Gosdil, male Kobold: A particularly arrogant Kobold Sorcerer who thinks far too much of his distant relation to some dragons than he has any right to. At least he knows how to throw a spell or two. (Intrigue/Intelligence)

Fellow Exiles:
[] Adventurer group: A group of Adventurers you traveled with for a while and helped them with talking their way out of trouble.
+Capable of handling most dangers, +Very experienced in handling strange things, -Not able to establish a grand base until other Exiles are recruited, -Bound to have problems to supply themselves

[] Merchant Caravan: A merchant caravan you traveled with fo a long while, helping them with negotiating prices, talking your way out of trouble and so on.
+Has a lot of valuables and supplies available, +Great traders, -Barely able to handle any dangers, -Not able to establish a grand base until other Exiles are recruited

[] Village: A local village you frequently visited. Exiled along with you when you were stuck there as it was attacked.
+Full village including population, +Able to supply themselves, -Mostly just farmers and craftsmen, -Barely able to protect themselves

[] Abbey: An Abbey of your religion which you often visited. Attacked and Exiled by Heretics while you were there.
+Priests, scholars and monks, +Solid building including workshops, brewery, kitchen, library and so on, -Not able to establish anything grand until other Exiles are recruited, -Not very capable of protecting themselves

[] Wizard Tower: The abandoned tower of a Wizard you explored until it suddenly ripped itself out of the dimension.
+Holds a great ammount of knowledge and magical items, +Very secure due to countless wards and enchantments, -Be prepared to be utterly alone with your first hero for quite a while

(Last part of Chargen)
 
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