View Poll Results: Vote which kingdom we're role playing as!

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  • The Kingdom of Wessex

    7 58.33%
  • Kingdom of Northumbria

    2 16.67%
  • Kingdom of east- Anglia

    3 25.00%
  • Kingdom of Mercia

    0 0%
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Thread: The Last Kingdom

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  1. #1

    Default The Last Kingdom

    We Are Ready To go!!!
    This community RPG will be set in dark age England and Scandinavia. Here is a map of the proposed area;
    Spoiler Alert, click show to read: 


    This is the income rules;
    Danegald. = shillings divided by ten.
    When I list shillings and Danegald, it's the conversion into shillings from Danegald, so 500 Danegald ; 5000 shillings means that they just get the 500 Danegald, I'm just showing the shillings to show the value in shillings.
    Ranks of the peerage.


    - King
    - Earldoman:
    Senior
    Junior
    - Swornman/ Huskarl (Danish)
    -Thane ( equivalent of a minor land holder/ mayor of a town or Burgh.)
    - Frydman ( freedman)

    Frydman Merchant ranks
    - merchant
    - merchant Guildsman.
    - Senior Merchant
    - guild head.

    Frydman mercenary ranks.
    - Mercenary
    - Mercenary captain.
    - First captain
    - mercenary commander

    Spoiler Alert, click show to read: 
    Coinage: Danegald or shillings.
    promotion pay
    King : 2,000 Danegald ; 20,000 shillings
    Earldoman:
    Senior/ Jarl : 1500 Danegald, 15,000 shillings
    Junior: 1200 Danegald ; 12,000 shillings
    Swornman/ Huskarl : 1200 Danegald, 12,000 shillings.
    Thane: 900 Danegald, 9000 shillings
    Frydman: 500 Danegald, 5000 shillings.

    Merchant; 600 Danegald, 6000 shillings.
    merchant Guildsman ; 650 Danegald, 6500 shillings.
    Senior merchant ; 750 Danegald, 7500 shillings
    Merchant Guildmaster ; 850 Danegald, 8500 shillings

    Mercenary; 600 Danegald, 6000 shillings.
    mercenary captain ; 650 Danegald, 6500 shillings.
    First captain ; 750 Danegald, 7500 shillings
    Lord Commander ; 850 Danegald, 8500 shillings

    Base Income:
    King: based on land
    Senior Earldoman/Jarl: based on land.
    Junior earl/Eorl : based on land
    Swornman/ Huskarl: 900 Danegald / 9000 shillings
    Thane: 500 Danegald/ 5000 shillings
    Fyrdman: 100 Danegald/ 1000 shillings

    Merchant: 150 Danegald/ 1500 shillings
    Merchant Guildsman: 200 Danegald/ 2000 shillings
    Senior merchant: 300 Danegald/ 3000 shillings
    Merchant Guildmaster: 450 Danegald/ 4500 shillings

    Mercenary: 150 Danegald/ 1500 shillings
    Mercenary Captain: 200 Danegald/ 2000 shillings
    First Captain: 300 Danegald/ 3000 shillings
    lord Commander: 450 Danegald/ 4500 shillings


    Spoiler Alert, click show to read: 
    Duels are used to kill your foes in honorable 1v1 combat. You start with 20 HP. D20's shall be rolled to inflict damage, and swords and shields, armor etc. shall put modifiers on the rolls. You will need to have posted you have those weapons on you, unless you are on a battlefield.
    Example
    John v Hank
    John items: +4 axe, +2 armor. Hank items: +5 sword, +2 armor.
    HP:20 v HP:20
    10-1. Hank takes 9-2+4=11 damage.
    HP:20 v HP:9
    4-8. John takes 4-2+5=7 damage.
    HP:13 v HP:9
    17-3. Hank takes 14-2+4=16 damage.
    HP:13 v HP:0

    Hank loses. The winner can choose to kill or let live at his leisure.

    Levies and Regions
    Cornwall

    Spoiler Alert, click show to read: 
    Regions: Cornwall
    unpopulated region levy : 2500
    Tintangel; fortess levy : 5000
    Rich Mining center income: 2000 Danegald/ 20,000 Shillings.
    Sea Trade : 500 Danegald/ 5000 shillings



    Wessex:

    Spoiler Alert, click show to read: 
    Devon:
    Populated region:
    10,000 levy
    Minor city:
    2000 levy
    Prosperous region: 1500 Danegald/15,000 Shillings
    Sea Trade income: 250 Danegald/ 2500 shillings


    Somerset
    Populated region:
    10,000 levy
    Minor city: 2000 levy
    Average region - 1000 Danegald/ 10,000 shillings.
    Sea Trade income: 250 Danegald/ 2500 shillings


    Dorset
    Averagely populated region: 5000 levy
    Minor city: 2000 levy
    Average region- 1000 Danegald/ 10000 shillings
    Sea Trade income: 250 Danegald/ 2500 shillings

    Wintancaester
    Capital/ Fortress levy: 5000
    heavily populated region levy: 14,000
    Very prosperous region : 1800 Danegald/ 18,000 shillings
    Sea trade: 500 Danegald / 5000 shillings

    Wiltcaester
    Populated region levy: 10,000
    Average city levy: 3000
    Prosperous region: 1400 Danegald / 14,000 shillings


    Middleseaxe
    Populated region Levy: 10,000
    Large City levy: 4000
    Prosperous region: 1400 Danegald/14,000 shillings
    Sea Trade: 500 Danegald /5000 shillings.

    Gleawcaester
    Populated region levy: 10,000
    Average city levy: 3000
    Prosperous region: 1400 Danegald / 14,000 shillings


    Surrey:
    populated region levy: 10,000
    Average city levy: 3000
    Average region: 1000 Danegald/ 10,000 shillings

    Sussex:
    populated region levy: 10,000
    Average city levy: 3000
    Average region: 1000 Danegald/ 10,000 shillings
    Sea trade: 250 Danegald/2,500 shillings


    Mercia;

    Spoiler Alert, click show to read: 
    Oxford
    Populated region levy: 10,000
    Average city levy: 3000
    Prosperous region: 1400 Danegald / 14,000 shillings

    Bedford
    Populated region levy: 10,000
    Large city levy: 4000
    Prosperous region: 1400 Danegald/ 14,000 shillings

    Northampton
    Average region levy: 5000
    Small city levy: 2000
    poor region: 800 Danegald/ 8000 shillings

    Warwick:
    Average region levy: 5000
    Average city levy: 3000
    Average region: 1000 Danegald/10,000 shillings

    Worcester:
    Average region levy: 5000
    Average city levy: 3000
    Average region: 1000 Danegald/10,000 shillings

    Derby :
    Populated region levy: 10,000
    Large city levy: 4000
    Prosperous region: 1400 Danegald/ 14,000 shillings.

    Leicester :
    Populated region levy: 10,000
    Average city levy: 2000
    Prosperous region: 1400 Danegald/ 14,000 shillings

    Chester;
    Average region levy: 5000
    Small city levy: 2000
    poor region: 800 Danegald/ 8000 shillings

    Lincoln:
    Populated region levy: 10,000
    Large city levy: 4000
    Prosperous region: 1400 Danegald/ 14,000 shillings

    Tamworth
    Capital/ Fortress levy: 5000
    heavily populated region levy: 14,000
    Very prosperous region : 1800 Danegald/ 18,000 shillings

    Hereford;
    Populated region levy: 10,000
    Large city levy: 4000
    Prosperous region: 1400 Danegald/ 14,000 shillings

    Northumbria


    Spoiler Alert, click show to read: 
    Eoferwic ( York )
    Capital/ Fortress levy: 5000
    heavily populated region levy: 14,000
    Very prosperous region : 1800 Danegald/ 18,000 shillings
    Sea trade: 500 Danegald / 5000 shillings

    Lancaster
    Average region levy: 5000
    Average city levy: 3000
    Average region: 1000 Danegald/10,000 shillings

    Westmorland
    Populated region levy: 10,000
    Large city levy: 4000
    Prosperous region: 1400 Danegald/ 14,000 shillings
    Sea trade income: 250 Danegald/ 2500 shillings

    Cumberland
    Averagely populated region: 5000 levy
    Minor city: 2000 levy
    Average region- 1000 Danegald/ 10000 shillings
    Sea Trade income: 250 Danegald/ 2500 shillings

    Bebbanburg ( Northumberland)
    Populated region levy: 10,000
    Large city levy: 4000
    Prosperous region: 1400 Danegald/ 14,000 shillings
    Sea Trade income: 250 Danegald/ 2500 shillings

    Dunbar
    Averagely populated region: 5000 levy
    Minor city: 2000 levy
    Average region- 1000 Danegald/ 10000 shillings
    Sea Trade income: 250 Danegald/ 2500 shillings

    Lothian
    Populated region levy: 10,000
    Large city levy: 4000
    Prosperous region: 1400 Danegald/ 14,000 shillings
    Sea Trade income: 250 Danegald/ 2500 shillings


    East Anglia


    Spoiler Alert, click show to read: 

    Sulffolk
    Populated region levy: 10,000
    Large city levy: 4000
    Prosperous region: 1400 Danegald/ 14,000 shillings
    Sea Trade income: 250 Danegald/ 2500 shillings

    Essex
    Averagely populated region: 5000 levy
    Minor city: 2000 levy
    Average region- 1000 Danegald/ 10000 shillings
    Sea Trade income: 250 Danegald/ 2500 shillings

    Norfolk
    Capital/ Fortress levy: 5000
    heavily populated region levy: 14,000
    Very prosperous region : 1800 Danegald/ 18,000 shillings
    Sea trade: 500 Danegald / 5000 shillings



    Dal Riata

    Spoiler Alert, click show to read: 
    Argyll
    Average region levy: 5000
    Capital/ fortress levy: 5000
    Sea trade: 500 Danegald/ 5000 shillings
    Average region : 1000 Danegald/ 10,000 shillings

    Innse Gall
    Unpopulated region levy: 2500
    Minor city levy: 2000
    Sea trade: 500 Danegald/ 5000 shillings
    Poor region: 800 Danegald / 8000 shillings

    Isles of Man
    Unpopulated region levy: 2500
    Minor city levy: 2000
    Sea trade: 500 Danegald/ 5000 shillings
    Poor region: 800 Danegald / 8000 shillings


    Strathclyde
    Spoiler Alert, click show to read: 
    Strathearn
    populated region Levy: 10,000
    Capital/ fortress levy: 5000
    Average region : 1000 Danegald/ 10,000 shillings

    Clydesdale
    Average region levy: 5000
    Average city Levy: 3000
    Average region : 1000 Danegald/ 10,000 shillings


    Carrick
    Average region levy: 5000
    Average city levy: 3000
    Sea trade: 250 Danegald/ 2500 shillings
    Average region : 1000 Danegald/ 10,000 shillings

    Galloway
    Average region levy: 5000
    small city levy: 2000
    Sea trade: 250 Danegald/ 2500 shillings
    poor region: 800 Danegald/8000 shillings

    Teviotdale

    Prosperous region levy: 10,000
    Average city levy: 3000
    Prosperous region: 1400 Danegald/ 14,000 shillings


    Pictland
    Spoiler Alert, click show to read: 
    Caithness
    Average region levy: 5000
    Average city levy: 3000
    Sea trade: 250 Danegald/ 2500 shillings
    Average region : 1000 Danegald/ 10,000 shillings

    Ross
    prosperous region levy: 10,000
    Average city levy: 3000
    Sea trade: 250 Danegald/ 2500 shillings
    prosperous region : 1400 Danegald/ 14,000 shillings.

    Moray
    Prosperous region levy: 10,000
    Average city levy: 3000
    Prosperous region: 1400 Danegald/ 14,000 shillings

    Buchan
    Average region levy: 5000
    small city levy: 2000
    Sea trade: 250 Danegald/ 2500 shillings
    poor region: 800 Danegald/8000 shillings

    Atholl
    Average region levy: 5000
    small city levy: 2000
    poor region: 800 Danegald/8000 shillings

    Gowrie
    Capital/ Fortress levy: 5000
    heavily populated region levy: 14,000
    Very prosperous region : 1800 Danegald/ 18,000 shillings
    Sea trade: 500 Danegald / 5000 shillings

    Fife
    Average region levy: 5000
    Small city levy: 2000
    poor region: 800 Danegald/ 8000 shillings
    Sea trade: 250 Danegald/ 2500 shillings.

    Orkney
    Spoiler Alert, click show to read: 

    Orkney
    Average region levy: 5000
    Capital/ fortress levy: 5000
    Sea trade: 500 Danegald/ 5000 shillings
    Average region : 1000 Danegald/ 10,000 shillings

    Shetland
    Unpopulated region levy: 2500
    Minor city levy: 2000
    Sea trade: 500 Danegald/ 5000 shillings
    Poor region: 800 Danegald / 8000 shillings

    Faeryar
    Unpopulated region levy: 2500
    Minor city levy: 2000
    Sea trade: 500 Danegald/ 5000 shillings
    Poor region: 800 Danegald / 8000 shillings


    Wales
    Spoiler Alert, click show to read: 

    Gwynedd
    Capital/ Fortress levy: 5000
    heavily populated region levy: 14,000
    Very prosperous region : 1800 Danegald/ 18,000 shillings
    Sea trade: 500 Danegald / 5000 shillings

    Powys
    prosperous region levy: 10,000
    Average city levy: 3000
    Sea trade: 250 Danegald/ 2500 shillings
    prosperous region : 1400 Danegald/ 14,000 shillings.

    Builth
    Unpopulated region levy: 2500
    Minor city levy: 2000
    Poor region: 800 Danegald / 8000 shillings


    Seisyllwyg
    Average region levy: 5000
    Small city levy: 2000
    poor region: 800 Danegald/ 8000 shillings
    Sea trade: 250 Danegald/ 2500 shillings.

    Dyfed
    Average region levy: 5000
    Small city levy: 2000
    poor region: 800 Danegald/ 8000 shillings
    Sea trade: 250 Danegald/ 2500 shillings.

    Brycheiniog
    Unpopulated region levy: 2500
    Minor city levy: 2000
    Poor region: 800 Danegald / 8000 shillings


    Gwent
    prosperous region levy: 10,000
    Average city levy: 3000
    Sea trade: 250 Danegald/ 2500 shillings
    prosperous region : 1400 Danegald/ 14,000 shillings.



    The regions are still a work in progress. I and Paladin Vargas are currently the people on the team.
    let the discussion begin. post here if you'd like to join, and also specify if you want to be a local moderator.


    The Members
    Me
    Paladin Vargas
    Bonez889
    Lucius Malfoy
    Bjorn
    Barry Goldwater.
    GHANDI, MATE
    Arktifex Centimus

    local mods:
    Me ( )
    Paladin Vargas
    Ask if you want to be a local mod :
    Last edited by Gandalfus; May 21, 2012 at 01:45 PM.

  2. #2

    Default Re: The Last Kingdom

    Feudal Rules
    This RPG utilises a feudal system in order to emulate the ranks and fealty in real Life

    Spoiler Alert, click show to read: 

    Lands
    England and Scandinavia have been divided into it's many counties, each with specific incomes (see Income Rules) and levies, both in men and ships. The lists below tell how many men and ships each province gets. Note that, although you may control all the provinces in an area, each character may only collect income from one of them, up to a maximum of three characters. This is to ensure income is equally spread between players.

    Granting of Titles
    Anyone who holds a title (ie is known as 'Lord' or 'Lady') may grant those under them titles an/or land. To grant land you must own at least two provinces. You may not promote someone to the same rank as you (ie, if you are a Lord of a Earldom that owns two provinces, you may only make a person Earldomans Vassal of your second province). Anyone whom you grant lands (and therefore income) must pay you a tax of 10%, unless negotiated otherwise.

    Fealty
    Whenever a Lord promotes someone, the person who gains the land is presumed to have sworn an oath of loyalty to their benefactor. In effect, the Lord who grants the land still owns the land, and may demote you at any time. The new lord owns the troops and ships of the land he has gained, and therefore their loyalty. In the event of demotion, if the Lord is unhappy he may rebel with his troops. For game purposes, troops are always considered loyal to their direct lord (ie, if Senior Earl Harold grants Earldoman Eadward the province of Cornwall, the troops and ships associated with Cornwall are loyal to earl Eadward), though are also sworn to the higher lord (in this example, earl Harold). In the event of rebellion, a dice roll is performed to find the percentage of men who stick with their direct Lord, and the percentage who fight for their overlord. This only applies to the Vassals of Senior Earls rebelling, not in the case of the Senior Earls rebelling against the crown, as troops owe no loyalty to the King, only the Earls/Jarls of their respective Domains.

    Steward
    A Steward is appointed in the event that a Lord is unable to attend to their castle, or the noble family ruling that castle is removed. A Steward lays no claim to ownership of the castle, incomes nor levies, and retains the income of his old rank (ie a Swornman or Huskarl appointed steward of Dorset would not collect the income of Dorset, instead collecting his normal income). A Steward may only call his banners in order to defend the castle, not to attack.

    Men-at-Arms
    Some ranks afford a character a certain amount of retainers, free of charge and upkeep. Frydmen have a retinue of five men, Huskarls or Swornmen a retinue of 50 men. Lords gain 50 men for each province they control (ie a Earld with a single province has 50 men, a Earlwith 3 has 150 men, and a Earl with 5 has 250 men).

    Mercenaries
    Whilst on campaign anyone can hire Mercenaries to supplement their armies. A simple system of 200 Danegald (2000 shillings) per 1000 Mercenaries is used. Mercenaries last until they are disbanded, or are defeated in battle (mercenaries will always be defeated first, so if total casualties are higher than the amount of mercenaries you have, you lose all your mercenaries). Every 1000 Mercenaries that are recruited generate an (NPC) Mercenary Captain, who gives a bonus of +1 to the battle section he is placed in. There is no cap on the amount of mercenaries that can be hired. In addition to this, every 1000 Mercenaries requires 30 Danegald ( 300 shillings) per year upkeep.

    Kings Army
    The King at all times has a standing army of 5000 Guardsmen This is separate from the troop numbers listed in the above land maps, and they are free of charge + upkeep.

    Subforum Organization
    The main RPG forum will be called :
    The Last Kingdom

    The kings Palace/Castle;
    The Heart of a Kingdom

    The home subforums;
    The Realm of the Kings

    income thread
    The Vaults of the realm

    The battle-sub forum;
    The Death of Kings

    The RP subforum;
    The Song of Swords

    The Archive forum;
    the March of time.

    The mod forum:
    Secrets of England
    Last edited by Gandalfus; May 20, 2012 at 02:14 PM.

  3. #3

    Default Re: The Last Kingdom

    Every IG year, a D20 shall be rolled to see if any special events happen.
    1: Cold Winter. Income of lands is reduced by half.
    2: Viking invasion! A random coastal region, selected by rolling dice, shall be facing an army of 200*D20 men. This can be an enemy region.
    3: nothing special has happened.
    4: A women's year. Every child roll shall have +2 bonus.
    5: Clean realm. No major diseases are seen this year. 20% more levies.
    6: NPC Kingdom invaded! Another kingdom has been invaded by Vikings. This kingdom can now bring -50% of their levies into the field, and a 25% chance the kingdom is taken over. Now would be a good time to invade...
    7: Unrest. 50% less levies.
    8: Bountiful Harvest. Income from lands is 1.5 the normal.
    9: nothing happens.
    10: Crime Flood. Every treasury is reduced by 400.
    11: Year of the fruit. Because of healthy food, odds of dying are reduced by 2.
    12: Outlander attack. An NPC kingdom masses its armies and attacks the realm.
    13: nothing happens.
    14: Storms all around the year. If you go somewhere by sea, a D20 shall be rolled. 1-2 means you get killed.
    15: Increased support for the crown. 20% more levies.
    16: nothing happens.
    17: Ore vein discovered. Weapons are 25% cheaper.
    18: Droughts. -25% income from lands
    19: nothing happens.
    20: Civil revolt! An army of 100*20D angry peasants spawn in the Capital.
    Report

    Heirlooms.
    Spoiler Alert, click show to read: 
    Each player starts with an heirloom passed down through their family, like a lucky charm. This heirloom is passed on to whoever you wish to upon your death, and they can impact rolls like:

    Luck: +2 to all rolls.
    Chain undermail : +2 to Armour and - 2 to all assassination rolls against you.
    Silk shirt: +2 to all rolls in single combat.
    Dragon head charm: +2 to survival rolls ( old age etc. )
    Herb Charm: +2 to birth rolls.
    sharpened dagger : +2 to assassination rolls.
    Holy Relic: +2 Denouncement.
    Trusty Trading Boat: +5% to income rolls.
    Welsh twined rope: +2 to escape rolls.
    De miliatristrategikon: +2 to field battle rolls
    Sappers Handaxe: +2 to siege rolls.
    Greek fire: +2 to naval battle rolls.

    Spying and Assasinations:
    Spoiler Alert, click show to read: 
    assassination

    when you want to dispose of an enemy, you can try to assassinate him. the chances might differ a lot, though. It depends on who tries to kill, who the target is, possible items and the location.

    ways to kill
    Secret assassination
    you let one of the mods (through pm) know who you want to kill, where, your traits affecting assassinations, and possible items you want to use. Chances are the following:
    -In home threads
    this can be in the target's home thread.
    Nobles home thread. [6/20] chance of killing, [12/20] chance of escaping.
    King's home thread. [3/20] chance of killing, [8/20] chance of escaping.
    Freedman's home thread(This includes freedman professions). [9/20] chance of killing, [14/20] chance of escaping.
    All clergy+Merchants home threads. [6/20] chance of killing, [10/20] chance of escaping.

    Open assassination
    this can be done in home threads, battlefields and more. High chances of killing, but no secrecy.
    The King. [5/20] chance of killing, [10/20] chance of escaping.
    Nobleman. [9/20] chance of killing, [13/20] chance of escaping.
    Freedman. [12/20] chance of killing, [15/20] chance of escaping.
    Clergy & Merchants. [9/20] chance of killing, [13/20] chance of escaping.

    Secret open assassination
    this can be done if you are confirmed alone with your target. This follows the same rules as the Open Assassination rules, but if you succeed, your identity will not be known as the killers'.

    Hired Help
    You can use retainers, or the Assassin's Guild if you do not want to risk your own hide. Retainers cannot use items, and are not very good assassins. They suffer -2 on each roll. if captured, they can be tortured. A D20 shall be rolled to see if the retainer releases your identity. chances are [15/20] he breaks.
    Assassin's guild fledgeling. Costs 8000, and does not suffer penalties. can be tortured, [10/20] chance he breaks.
    Assassin's guild full member. Costs 16000, has +2 on each roll. Can be tortured, [5/20] chance he breaks.
    Guild Leader. Costs 40000, has +4 on each roll. Does not break.


    Spies

    Spies can be used to uncover secret plots, or gain info on the enemy and his numbers. This can be used to gain In-Character information which you would not have otherwise. The spying rules:
    Chances for information
    You can spy in places like:
    -Target's home thread. [4/20] chance to gain information, but if you succeed you have the best information. [12/20] Chance to escape.
    -Target's command tent. [7/20] chance to gain information, if you succeed you know most of the ins and outs of enemy plans. [14/20] chance to escape.
    -Target's camp. [12/20] chance to get info, not very good/reliable intel. [17/20] chance to escape.
    -Tavern. always succeeds, but the "Info" are unconfirmed rumors. not reliable.

    Hired Help
    You can use retainers, or the Spies' Guild if you do not want to risk your own hide. Retainers cannot use items, and are not very good assassins. They suffer -2 on each roll. if captured, they can be tortured. A D20 shall be rolled to see if the retainer releases your identity. chances are [15/20] he breaks.
    Spies' guild apprentice. Costs 8000, and does not suffer penalties. can be tortured, [10/20] chance he breaks.
    Spies' guild full member. Costs 16000, has +2 on each roll. Can be tortured, [5/20] chance he breaks.
    Guild Leader. Costs 40000, has +4 on each roll. Does not break.
    Last edited by Gandalfus; June 01, 2012 at 06:26 AM.

  4. #4
    Adamat's Avatar Invertebrate
    Join Date
    Dec 2011
    Location
    Duchy of Dutchland
    Posts
    11,637

    Default Re: The Last Kingdom

    Very nice job. My vote goes to northumbria.
    #JusticeForCookie #JusticeForCal #JusticeForAkar #JusticeForAthelchan

  5. #5

    Default Re: The Last Kingdom

    I've finished the levies of Cornwall and Wessex.
    Last edited by Gandalfus; May 17, 2012 at 02:46 PM.

  6. #6

    Default Re: The Last Kingdom

    Come on guys! We need more intrest in this.

  7. #7
    Bjorn's Avatar Praefectus
    Join Date
    May 2011
    Location
    São Paulo, Brazil
    Posts
    6,082

    Default Re: The Last Kingdom

    West Saxons FTW!

  8. #8
    René Artois's Avatar Dux Limitis
    Join Date
    Aug 2008
    Location
    Wales
    Posts
    18,851

    Default Re: The Last Kingdom

    Why not Denmark, Ireland and Scotland? The second two were very important for the Vikings.

    I'm doing alot of this at university so if you want a historical advisor i'd be happy to help.
    Bitter is the wind tonight,
    it stirs up the white-waved sea.
    I do not fear the coursing of the Irish sea
    by the fierce warriors of Lothlind.

  9. #9

    Default Re: The Last Kingdom

    Anyone who'd like that just post it here. I forgot to put them in the poll so yeah
    And sure, I'll be happy for any help.
    I'll send you an inv to the social group.


    Childbirth and Adoptions
    Spoiler Alert, click show to read: 
    No attendance - free
    12/20 chance of the mothers survival.
    10/20 chance for the child's survival

    Poor Healer- 1500 shillingsps
    14/20 chance of mother's survival
    12/20 chance for Child's survival

    Average Healer- 3000 shillings
    16/20 chance for mothers survival
    14/20 chance for child's survival

    Renown Healer - 5000 shillings
    17/20 chance for mothers survival
    15/20 chance for child's survival

    Renowned Healer- 8000 Shillings
    18/20 chance for mothers survival
    16/20 chance for child's survival

    King's Physician (reserved only for The King) - Free
    Chance of Wife's survival: 19/20
    Chance of Child's survival: 17/20


    How Often
    As a rule a player may only request a childbirth/adoption roll once every 1 real week. Only mains or rolled auxes may request a roll.
    Post here if you want a child, there's a 50/50 roll if its a boy or girl.

    Adoptions

    Lower Class child: 1500 shillings
    12/20 chance of survival

    Middle class child: 3000 shillings
    15/20 chance of survival

    Upper Class child: 5000 shillings
    18/20 chance of survival


    the Clergy
    Spoiler Alert, click show to read: 
    members of the Clergy were important in Anglo- Saxon times, they were men of work and prayer, and would spend most of their time copying up texts. However, Monks and Abbots can denounce anyone they see fit to denounce, and they often serve as advisors for the king. Because there are no bishops or archbishops though, the Clergy holds no real power.

    Promotion Pay
    Apprentice : 300 Danegald/ 3000 shillings
    Monk: 350 Danegald/ 3500 Shillings
    Abbot: 450 danegald/ 4500 Shillings

    Income:
    Apprentice: 150 Danegald/1500 shillings
    Monk: 250 Danegald/ 2500 shillings
    Abbot: 350 danegald/ 3500 shillings

    Denouncement rolls are made to see if the denouncement is succesful or not, if it is succesfull, the person who has been denounced must plead for their sins before being declared an outlaw. they have one IG year (one week) to do this.
    Last edited by Gandalfus; May 20, 2012 at 12:48 PM.

  10. #10

    Default Re: The Last Kingdom

    Levies of England, Scotland, and wales are finished!!!
    were not including ireland... but we will if you want, it just means the game will be delayed.
    Same with Scandinavia, although That will take A LOT of work... what do you think?

  11. #11

    Default Re: The Last Kingdom

    Freedman proffesions
    Spoiler Alert, click show to read: 
    The freedmen professions are professions only available to those who hold no other rank. All freedmen earn the base 1000 shillings for being a freedman, and then any income from their profession on top of that.
    Sell Swords

    Establishing a Mercenary Guild
    Any player who is a freedman may choose to establish a Mercenary Guild - however they must have 5000 shillings to do so. If they do, simply create a post in 'Realm of the Kings' subforum, then deduct the money from their accounts. Note that your character is only entitled the rank of 'mercenary' after the guild is set up, so you may not use the promotion money associated with that rank to set the guild up.

    Basic Guild
    A basic sellsword guild entitles the owner to a retinue of 50 men, and the option of recruiting up to 500 men. This limit may only be increased by purchasing upgrades to the guild.

    Guild Upgrades
    A guild owner may upgrade the size of his guild, the size only limited by his purse and his current rank. Each new rank affords the player more upgrades. This means that:
    Novice Sellswords are allowed the basic guild and the first three upgrades.
    The sellsword captains can buy up to one less upgrade than the the second in command.
    Sellswords are allowed the basic guild, the first three upgrades at 5000 - 10000 - 15000 each, then three more upgrades at 20,000 each.
    The second in command may buy as many upgrades BAR ONE as the lord commander. So the lord commander buys 5 - second in command can buy 4.


    Each upgrade allows the Sellsword to command a further 1000 men (ie five upgrades allows command of 5500 men)

    Hiring men as a Sellsword
    Sellswords, having inside knowledge of the trade, are able to higher mercenaries for a quarter of their price. This means that whilst Lords hire mercenaries at 2000 Shillings per 1000 men, Guild owners may purchase at 500 shillings per 1000 men. In addition, they pay less upkeep for their men, at just 50 shillings per 1000 men. This significant advantage allows Sellsword captains to solicit their mercanaries to Lords at a lower price than what they would pay, making their profit in the difference.

    Profession Perks
    Aside from cheaper men, Sellswords above the rank of novice get a +2 bonus in battle.


    Merchants

    An alternate option for the less bloodthirsty of the freedmen is to become a Merchant - fighting your battles in gold and words, not with blade and horse.

    Becoming a Merchant
    The entrance to becoming a merchant is relatively easy - all you have to do is to purchase your first client. No guild is needed, however your rank stays 'Freedman'. Without a guild, you may have up to ten clients before you must purchase a guild house to continue growth.

    The Guild House
    As your guildhouse grows, so does your merchantly rank. There are four levels of guild, with cumulative benefits.

    Merchants Guild Office - Affords the rank of Merchant, and allows the purchase of a further 10 clients - 5000 shillings
    Merchants Guildhouse - Affords the rank of Merchant Guildsman, allows the purchase of a further 10 clients and 1 merchant fleet* - 10,000 shillings
    Regional Guild HQ - Affords the rank of Senior Merchant, allows the purchase of a further 20 clients and 2 merchant fleets - 15,000 shillings
    capital HQ - Affords the rank of Merchant Guildmaster, and allows purchase of unlimited clients and merchant fleets* - 20,000 Shillings
    *note Fleets may not be purchased until a wharf has been purchased.


    Other Upgrades
    Refer to shop thread

    Alternate Money Making
    There are two ways that a Merchant may make money other than automatically through his clients and fleets each year.

    Money Lending
    A Merchant may choose to lend money to Lords, Ladies, even the King, in return for repayments with interest. In this aspect, if they prove to have lower rates than other Establishments, they may find themselves quickly gaining money. All terms of lending and repayments are decided by the Merchant, as well as any punishment for failing to repay.

    Hiring out the Merchant Fleet
    In times of war,every ship counts, and an enterprising merchant may choose to hire out his merchant ships to a willing Lord in return for a price. In this case, the Merchant accepts the risk that his ships may be sunk, and that he loses any income from those ships for the duration that they are being hired.


    Shop:
    Spoiler Alert, click show to read: 
    in the shop, several things will be buyable.

    WEAPONS
    -War Axe, One-handed axe, can be used with a shield or dual wielded. The true Huskarl's weapon.
    +4 attack, 5000.

    - Fine War Axe, Crafted by a good smith. +6, 8000.

    - Hardened War Axe, A masterpiece. Expensive though. +8, 11000.

    -Sword, One-handed. Slightly more expensive, but slightly better than War Axes. +5 attack, 6500.

    -Refined Sword, Light and sharp. +7, 9000.

    -Perfect Sword, Very deadly. Expensive. +9, 12000.

    -Spear, Anti-cavalry's best friend. Light, cheap, and not very refined. +2 attack, +2 attack extra vs. horsed. 4500.

    -Iron-tipped spear, strong spear. +4, +3 vs. horsed. 7500

    -Sharpened-tip Spear, very good vs. cavalry. +6, +4 vs. horsed. 11000

    RANGED WEAPONS ( boost combat and assassination rolls)
    -Bow and arrow, for ranged attacks. Standard range, low powered. +2 attack, 3500.

    -Longbow, long ranged, powerful bow. +4 attack, 6000.

    -Composite Bow, Nomad import. Powerful, but short range. Can be used mounted. +5 attack, 8000.

    ARMOUR
    -Wooden Shield, standard model. +2 defense, 3000.

    -Hide Shield, slightly stronger. +4 defense, 5500.

    -Iron Shield, Sturdy. +6 defense, 8000.

    -Leather Armor, light. +3 defense, 5000.

    -Boiled leather armor, A step up. +6 defense, 10000

    -Chain Mail, good vs. all kinds of weapons. +10 defense, 17000.


    Assassination weapons

    Knife's (or other such close contact weapons)
    5000 shillings - +2 to roll
    8000 shillings - +3 to roll
    12000 shillings - +4 to roll

    Security Services

    Armerd Guards minus one (-1) to assasination roll (may be brought multiple times) 20,000 shillings

    Fortification Upgrades (Stackable)

    Burgh upgrades are rpable as however you like. However the following system occurs for purchasing them.

    +1 upgrade 10000 Shillings
    +2 upgrade 10000 Shillings
    +3 upgrade 10000 Shillings
    +4 upgrade 15000 Shillings
    +5 upgrade 20,000 shillings
    +6 upgrade 25000 shillings
    +7 upgrade 30000 shillings

    thus the first 3 upgrades cost 10000 shillings each. Then each upgrade after that costs an extra 5000 shillings. So the total cost of buying a +4 Burgh would be 45000 Shillings. There is no upper limit to the size. As long as you have the money, you can keep on buying. Remember that the cost is cultivating so you have to bumpy the ones before it

    Castle Town Upgrades (can only have one of each sort, any extra don't count)
    Bank: +5% to owners income - 10000 shillings (requires +3 fortification)
    Swordsmith: +1 to duels. - 10000 shillings (requires +3 fortification)
    Assassins Guild: +1 to assassinations- 10000 shillings (requires +3 fortification)
    Training fields: +1 to battles rolls - 10000 shillings (requires +3 fortification)
    Armourer: +1 to duels, +1 to escaping battles - 10000 shillings (requires +3 fortification)

    Treasury: +10% to owners income - 25,000 Shillings (requires +6 fortification)
    Frankish Swordmaker: +2 to duels -25,000 Shillings (requires +6 fortification)
    Assassins Headquarters: +2 to assassinations - 25,000 Shillings (requires +6 fortification)
    Barracks: +2 battle rolls - 25,000 Shillings (requires +6 fortification)


    Dungeons

    Cells - 5000 shillings - This residence has been upgraded with a series of barred rooms for the most unwelcome of guests - 8/20 to escape.

    Dungeons - 10000 shillings - The bottom of this residences Keep has been dugout to include a stone duneon including manicles with which to chain a prisoner to the wall, upside down if need be - 6/20 to escape. (Requires a +3 Burgh including a Keep)

    Obliette - 15000 shillings - This is a claustrophobic man-sized hole in the deepest most accursed subterannean vault of your residence. Those interned here are often forgotten and die of neglect, hence the name which in French translates to 'Forget me Not' - 4/20 to escape. (Requires a +6 Burgh including a keep)

    siege engineers

    Workmen:
    A basic workforce of frydmen and serfs. +1 to siege rolls. 5000 Shillings

    Siege engineers.
    A group of skilled professionals. +2 to siege rolls. 10,000 shillings

    Mercenary Equipment - Mercenaries only!
    Mercenary Guild. The Mercenaries Guild is where mercenaries from all over the Kingdom go to find employment. It is a meeting place in which mercenaries are able to find employment with a contractor - The Captain. Conversely, it is also a place where the noble lords of the Realm may solicit the Captain for his services, if the price is right. 5000 shillings for the base guild, then an extra 5000 for every upgrade; like so:
    Upgrade 1 : 10000
    Upgrade 2 :15,000
    ALL UPGRADES AFTER UPGRADE 3 ONLY COST 20,000.
    Every upgrade allows them to contract 1000 more men Into the guild
    Mercantile Equipment - Merchants only!

    Warehouse - 6000 shillings
    A warehouse grants an additional 500 shillings per year. Cumulative; one purchase only.

    Wharf - 14,000 shillings
    A wharf grants an additional 1000 Shillings per year. Cumulative; one purchase only.

    Client - 15,000 shillings
    This represents the merchant putting money into his business to expand its clientele, popularity, quality or celebrity. Grants an additional 500 shillings per year. Cumulative; may purchase as many times as you like.

    Merchant Fleet - 15,000 shillings
    A fleet of five ships, used for the most profitable of trading. Each ship provides an additional 300 shillings per year (so the entire fleet provides 1500 shillings), but may be sunk in times of war. Cumulative; may purchase as many times as you can Afford.

  12. #12

    Default Re: The Last Kingdom

    campaigns, battles, scouting and pillage:
    Ditto


    Battles have a predominantly RP purpose as this not a strategy game, therefore in order to keep wars fluid and moving a simple battle system is in place which quickly determines the outcomes of battles providing the info required for fun RP of the battle. All battles take place in the Feast for Crows sub forum.
    Scouting:
    When scouting is requested, the mods do one D20 roll with the following possible results:

    1-4/20 - Scouts captured by the enemy -The scouts are captured and may now be tortured for information.
    5-10/20 - Scouts fail to return with any information
    11-12/20 - Scouts return with 20% accurate range - Mods post back a wide range of possible army numbers (20% accuracy)
    13-14/20 - Scouts return with 40% accurate range - Mods post back a narrower range of possible army numbers (40% accuracy)
    15-16/20 - Scouts return with 60% accurate range - Mods post back a small range of possible army numbers (60% accuracy)
    17-18/20 - Scouts return with 80% accurate range - Mods post back a ting range of possible army numbers (80% accuracy)
    19-20/20 - Scouts return with exact enemy numbers

    The above are the base rolls, mods can add bonuses to rolls (+) for good RP, taking into account specific scouting RP's etc.

    When posting back results, mods do not post the actual roll they performed just the random range of numbers based on the accuracy of said roll outcome. When deciding the range, mods simply take the actual troop numbers x inaccuracy (opposite of accuracy) which will give them their interval, which they can apply into a range any way they like (as long as the actual army numbers fall within the range).

    For example: The interval of 20% accuracy on 1000 troops is worked by 1000x0.8=800, thus the range is 800 wide. Now the mod can post back any range of 800 hundred that they like as long as 1000 is within that range. For example 800-1600 range, or 950-1750 or even 1000-1800.

    - Setting Up Of A Battle
    Simply post a new thread in the Battlegrounds sub forum with some lead up RP as to why your armies are there and who they are fighting against. Include a count of your troop numbers and update as others if any join in on the engagement. Remember that Medieval Armies often suffered if they gathered in too large numbers for any period of time. Once yourself and your opponent is ready, request a battle roll from the mods. Such requests can be in the battle thread.

    - Moderator Assigned Battle Modifiers
    In certain cases the moderators may feel that a slight modification is required to the rolls in order to reflect certain battlefield situations, these can be anything but typically include factors like fortifications, surprise etc. These modifications are applied to an army roll to enhance the outcome providing a bonus for one army and a negative for the opposing side. In setting up of your battle thread you can request these types of modifications, but they are solely up to moderators discretion and should not be viewed as a given. Also, Moderators are able to give out additional bonuses based upon RP and other factors as they feel fit.

    - Battle Roll System
    A battle occurs when two opposing generals, with any other characters, choose to engage by creating a thread in the Battlegrounds sub-forum. It shall take the following steps:

    1) Both generals will choose to divide their army as follows, a centre, a left flank and a right flank. The General may assign one or more player characters to each section. It is assumed, but not necissarily enforced, that they command their troops in that section. The centre must have at least a third of the men, the other sections can be as large or small as wished.

    2) When battle is fought, rolls will be made for the corresponding sections of the field, bearing in mind that one army's Right Flank is the opposing army's Left Flank.
    a) A 20-sided die will be rolled for each army's Centre, Right and Left separately. Each number is multiplied by the number of friendly troops in that section and the results are compared. The lower total is the loser of that section and will suffer 50% casualties. The winner will suffer casualties equal to
    (Loser's total/Winner's total) * 0.5.
    b) Each Character in a section will add a bonus to their respective section's rolls:

    Earld & Swornmen- +1
    Jarls, Earldomen & Rebel Leaders - +2
    Kings - +3

    3) If an army wins two or more sections of the field, they are considered the winners of the battle. The losers of the battle must retreat to a friendly fortification or settlement, even if it is in a different region.

    Example:
    Lord A brings 5000 troops against Lord B who has 3000 and a second Lord. Each General allocates troops to the flanks and centre.

    Lord A places 1,500 on the right, 1,500 on the left, and keeps 2,000 for the centre. Lord A leads the centre.
    Bannerman B places 1,000 of his men in both flanks and the centre. His fellow Bannerman takes command on the right hand flank. While he leads from the left.

    Thus the rolls are done (The higlighted colour is the random roll, that could change as its done on a D20)

    Lord A
    Left - 10 x 1,500 = 15,000
    Centre - (14 +2 as he is a Lord = 16) x 2,000 = 32,000
    Right - 3 x 1,500 = 15,000

    jarl B
    Left - (15 +2 as he leads the army = 17) x 1,000= 17,000
    Centre - 6 x 1,000 = 6,000
    Right - (19 + 1 as a Bannerman leads the flank = 20) x 1,000 = 20,000

    Remembering that the right flank of one army faces the left of the other you get the following result.

    Lord A - Jarl B
    15,000 vs 20,000
    32,000 vs 6,000
    15,000 vs 17,000

    Thus you can clearly see that whilst Lord A won the centre, both his flanks were turned. Bannnerman B therefore won the day.


    Rearguard Rules
    Army has a sufficient Rearguard.
    A sufficient rearguard will generally contain about 10-25% of the standing army.
    Bonuses made for both Options


    Capturing troops after a pitched battle
    When a victory occurs along the entire front of a battle then there should be a Roll made by the mods afterwords through a Dx20 die. As long as the Victor has chosen so,
    RearGuard

    1

    2-5

    6-9

    10-13

    14-17

    18-20



    Army does not have a rearguard
    1-3

    4-6

    7-10

    11-15

    16-19

    20


    However here is where the problem with no rearguard. Your troops are unable to reorganize, and instead flee south with any reasonable goal. your army cannot participate in any Rp made in the Next3-4 days (half year/campaign season)

    - Casualties
    Battles of the time almost never ended in total destruction of the losing side. Therefore we have the following system for casualties. To calculate the percentage of the winning side’s casualties we take the lowest battle score divided by the highest battle score giving the winners casualty percentage. To calculate the losers casualties percentage we do the opposite, taking the highest battle score divided by the lowest battle score.

    Usually a 50% max limit is placed on the casulties either side can take. However at a moderators discretion this may be removed. Seiges are a common example.

    Example:
    Continuing from the battle example above, jarl B won the day therefore their casualties are as follows:

    Left (Lord A's):
    Winner earldoman B: (15,000/20,000)x0.5=0.375 or 37.5%. Therefore 1,000 men x 0.375=375 men were lost.
    Loser Lord A: (20,000/15,000)x0.5=0.66 or 66%. As it is higher than 50% and there are no special circumstances we simply use 50%. Therefore 1,500 men x 0.5=750 men losts.

    Centre:
    Winner Lord A: (6,000/32,000)x0.5=0.094 or 9.4%. Therefore 2,000 men x 0.094=188 men were losts.
    Loser Jarl B: (32,000/6,000)x0.5=2.66 or 266%. As it is higher than 50% and there are no special circumstances we simply use 50%. Therefore 1,000 men x 0.5=500 men losts.

    Right (Lord A's):
    Winner earl B: (15,000/17,000)x0.5=0.44 or 44%. Therefore 1,000 men x 0.44=440 men were losts.
    Loser Lord A: (17,000/15,000)x0.5=0.56 or 56%. As it is higher than 50% and there are no special circumstances we simply use 50%. Therefore 1,500 men x 0.5=750 men were lost.

    Overall:
    Bannerman B won the day by winning two sections, he lost a total of 1315 men and has 1685 remaining.
    Lord A was forced from the field by losing two sections, he lost a total of 1688 men and has 3312 remaining.


    Wounded:1- you always, no matter what have the men supplied by your counties (which is 50 per county you own, regardless of size. Own 6 counties, that is then 300 men)

    2- after a battle, or whatever that causes your men to get hurt, a roll is done. This roll determines the rate of casualties to mortalities. They will be limited to 25% either side. (so off the final casualty result a min of 25% will be injured and live to fight another day, and a maximum of 75% can survive - thus some will always live, and always die, regardless of the roll result) A moderator will assign +5, or -5 to the roll result depending on the battle results (ie, if the enemy battle score is double yours, you death roll gets higher mortalities than would otherwise be)

    3- the above point may be wavered in cases where the mods deem it suitable (ie sieges, even if some do survive, there is no way they will be able to regroup somewhere with you, they'd have all been captured by the attackers)

    4- casualties are always injured for a week from the point the dice was rolled. So if the dice for that battle is rolled at 7pm on a Monday, at 7pm the week later they will be available to use again.

    5- those that die, obviously have to be replaced.

    - Characters after Battle
    The aftermath of battles were a confused state, therefore your character will be given a D20 roll by a mod to determine your individual outcome.

    Killed In Action – 1-2/20 (if a 1 is rolled your character is killed and a 2 is mortally wounded)
    Wounded - 3-7/20 (there will be a further roll to see what type of wound)
    Captured - 8-12/20 (you are captured by the other side and must be ransomed or escape)
    Free - 13-20/20 (you get through the battle without being captured or wounded)

    - Wounded
    If it is rolled and you are wounded during a battle there shall be another roll under this category to see where the wound is. This roll will only give you a general area, after that it is up to you to RP it.

    Head wound - 1-5/20 (you have taken some sort of wound to the face or head)
    Arm wound - 6-10/20 (you have taken some sort of wound to the arms or hands)
    Leg wound - 11-15/20 (you have taken some sort of wound to the legs or feet)
    Torso wound - 16-20/20 (you have taken some sot of wound to the back, stomach, chest area.)

    Battlefield Assasinations
    In the event that the leader of an army is killed on the battlefield before the two hosts join battle and the battle is rolled, a negative roll modifier will be placed upon the target army. This represents the armies most competent and effective leader having being slain and the negative affect this would have on the armies morale.

    King is assasinated -5 to the armies battle roll

    jarl is assasinated -3 to the armies battle roll

    earl is assasinated -2 to the armies battle roll

    Huskarl is assasinated -1 to the armies battle roll

    The roll is applied to the section (right/left flank and centre) that the assasinated character was leading.

    - Pillage and Loot
    One of the main motivations for a Noble Lord participating in Westeros - this was the grease which kept the cogs of war running. Bannermen and Lords just simply wouldn't embark on campaign unless there was a garuntee of loot and plunder, and if the King failed to provide such revenue it would result in him becoming incredibly unpopular indeed. In Westeros we have a very simple method for representing the sack and pillage of foreign settlements or indeed other nobles settlements during times of warfare. Castles and Cities are delegated by the moderation team as one of four different types of settlement.

    Village: A small village or town with no walls. No Pillage.

    Minor settlement: A small town surrounded by a pallisade including a small garrison (usually with a maximum of 2+ fortifications). Capturing this settlement yields D20 x 1000 Shillings, to be distributed by the King or Campaign leader at the end of campaign.

    Minor City: A Large town surrounded by a stone wall, keep and moat, including a large Garrsion (usually with a minimun of 4+ fortifications) Capturing this settlement yields D20 x Shillings , to be distributed by the King or Campaign leader at the end of campaign.

    Capital City: A very large and extensively fortified city, with an equally large Garrison (8+ fortifications) Capturing this settlement yields D20 x 10000 Shillings, to be distributed by the King or Campaign leader at the end of campaign.

    Baggage Train: All medieval armies on campaign carried baggage trains. This is where the loot from the campaign is stored. When an army loses a battle whilst on campaign, a D20 is rolled on the following table;

    1-2: Loot seized - The entire baggage train and all loot is captured by the enemy
    3-10: Loot raided - The enemy has pilfered the loot. 50% of the loot goes to the enemy
    11-20: Baggage train escaped. Thank the Gods they didn't get our loot.

    *Obviously armies invading England will also roll for their loot and be accompanied by a baggage train. If the Saxons manage to defeat a foreign invader in battle they will also get a chance to seize the loot of the campaign

    Ruination: A sacked fortress of city will lose all of its defensive values to represent the absolute levelling of the city. These defensive fortifications will have to be 're-constructed' at a price of half the original value of the fortifications. In the Castle Upgrade thread in the vaults, the fortress/city will be classified as 'Ruined' until reconstruction is completed/and paid for.

    *Important Note: Besieged defenders of cities and castles may be subject to disease and starvation rolls. These rolls will be based on the RP situation and will attempt to reflect the situation realistically. Additionally, large armies (traditionally over 70k) and armies on ships will also trigger disease/starvation/desertion rolls.*

  13. #13

    Default Re: The Last Kingdom

    Ship Levies.
    Ships are primarily for transportation and naval battles, so as such they are not used in civil wars as the countries of Nland are all connected by land.

    Wessex: 100 warships

    Mercia: 80 Warships

    Northumbria : 120 Warships

    East Anglia : 59 warships

    Strathclyde: 70 warships

    Dal Riata: 140 Warships

    Orkney: 170 warships.

    Pictland: 40 warships.

    Viking raiders and foreigners always get dice * 20 warships. Viking longboats get a +1 in naval rolls, this effects Orkney and the other scandinavians as well. When foreign countries from Scandinavia invade, they have this amount of warships:

    Hordland: 259 Warships

    Vestfold: 240 Warships

    Denmark: 260 warships

  14. #14
    Narf's Avatar Reach for the Stars.
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    Default Re: The Last Kingdom

    You are using my Duel System Nice to see.

  15. #15

    Default Re: The Last Kingdom


  16. #16
    René Artois's Avatar Dux Limitis
    Join Date
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    Default Re: The Last Kingdom

    East Anglia. With Sutton Hoo they were the coolest and best.
    Bitter is the wind tonight,
    it stirs up the white-waved sea.
    I do not fear the coursing of the Irish sea
    by the fierce warriors of Lothlind.

  17. #17

    Default Re: The Last Kingdom

    We need one more person to say they will play...

  18. #18

    Default Re: The Last Kingdom

    Aren't we currently working on building an RPG up? lol..

  19. #19

    Default Re: The Last Kingdom

    Yeah, but quite a few are dying, and this is already finished with all the rules and such so it will start up quicker than Game of Thrones

  20. #20
    General Brewster's Avatar The Flying Dutchman
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    Default Re: The Last Kingdom

    I pm'ed with the HEX and they want at least 15 people at a new RPG..

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