CKRPG — Kingdom of Albion
Æthelbald of Mercia sought to unify the scattered Anglo-Saxon kingdoms under a single crown, and when the Kingdom of Wessex was finally brought to its knees in 731 AD he had accomplished his goal. Æthelbald ruled this new kingdom with guile and cunning, and over his long reign he slowly eroded the power of the church and nobility until his rule was nearly absolute. His skill on the battlefield made quick work of his foes, but despite his ambitions he actually had very few rivals: His kingdom and its people were rich from trade and tribute from all of Britain, and his skill and charisma made it so even his detractors had to offer their respect.
The year is now 770 AD, and Æthelbald the Great lies on his deathbed. He ruled healthily for decades, so the realm's power remained firmly in his hands until the very end. His apparent heir and his family died in a tragic fire just a few years ago, leaving only a politically disfavored grandson to inherit the throne. The various tribes kept under heel have been preparing for decades for England's grip to loosen. And perhaps worst of all, a storm is brewing in Scandinavia that will change the fate of Europe forever. With fate apparently aligned against it, the fate of the Anglo-Saxon kingdom is now left in the hands of its most prominent nobles.
If you're interested in playing, feel free to stop by the Discussion & Signup thread if you have any questions or want to ask for a role.
RULES SUMMARY
Orders are due every Monday and Friday. Players can generally perform only one order per turn, and players are expected to submit orders every turn. Most orders have both a Success and Failure roll, meaning an order can succeed but still have negative side effects.Orders can be Minor or Major. Major orders actually change things, and Minor orders help make major orders more likely to succeed — meeting with the local merchants to hear their concerns about a new tax is a Minor order; actually collecting the tax is a Major order. Major orders can be done without preparation in an emergency, but they'll be less effective.
Players act through the Characters they control. Characters have CK2-style stats, but with +/- symbols instead of numbers. Characters are located in specific provinces on the map, and can only act in the surrounding provinces. "Slow" character movement is free, but rushed character movement counts as a full order; this makes positioning your characters very important.
A province's wealth is represented through Holdings, which generate income every turn. Taxing this is a good source of long-term income, but the local population obviously will try to resist this at every opportunity.
A province's Prosperity can be increased through orders, but many orders will also negatively impact Prosperity — raids, raising levies, etc. At extreme values, prosperity can lead to a permanent increase/decrease in a province's value.
A province's Stability represents how secure a ruler's hold over a province is. Stability can be "spent" to boost orders, and also acts as a safety buffer for when orders fail — a stability loss is better than a rebellion, after all. At low stability, performing orders in a province can be both difficult and risky.
Last edited: