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Frost Games: Lords of the Realm

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Lords of the Realm!

A Frost game

~Inspired by A Song of Ice and Fire

For hundreds of years, independent warlords have fought each other to establish dominance over the earth. Some established the long family lines of the Great Houses, others Clans, and others the mighty Hordes. Lord, Khan, Sultan, whatever the title, all have sought to gain power. Now is the time for you to take the reigns of your own Realm, and establish the greatest empire in history! However, you are not the only man who seeks glory. For the few to rise, many must fall! Now is the time! Overcome all and surpass the Lords of the Realm!



~Realms~
The world is largely divided into Realms, each with its local traditions and cultural norms. Depending on who you choose to be, you may follow or ignore these norms, with consequences dependent on your neighbor lords. Invading a foreign realm is usually largely frowned upon by the natives, and can lead to Crusades against you.

The North
-Norway
-Sweden
-Finland
-North Russia
-Russia
Historical Capital: Stockholm/St.Petersburg(unified twice)*
Traditions: Lords, Jarls, Chiefs
-Northmen's Pride: Foreigners have never successfully invaded the North, and they are very proud of this. Northerners cannot be made into vassals by force.

The Crownlands:
Britain
France
Spain
Germany
Austria
Italy
Historical Capital: Rome
Traditions: Lord, Duke, Baron
-Royal Tradition: The Crownlands are named as such, because most of history's kings have risen from this region. Any leader can become a King without outside support.

Eastlands;
Austria
Romania
Lithuania
Poland
Ukraine
Caucasus
Ottomans
Historical Capital: Constantinople, Warsaw**
Traditions: Lord, Duke, Baron, Jarl, Chief, Sultan, Khan
-Multi-national: The Eastlands have been invaded from every direction, and is the culture pot of the world. Eastlanders can invade foreign lands without risk of crusades.

Sussos:
Morocco
W. Algeria
E. Algeria
W. Libya
E. Libya
Egypt
Arabia
Ottomans
Historical Capital: Cairo
Traditions: Sultan, Khan, Merchant/Trade Lord
-Warlike: The hordes of Sussos are relentless and unforgiving. Sussos nations do not suffer from War Weariness

Freelands;
S. USA
C. USA
N. USA
S. Canada
N. Canada
Greenland
Historical Capital: none, never unified
Traditions: None
-Freemen: No one person has ever unified the Freelands. Freeland Vassals do not need to pay tribute to their lords. Any King in the Freelands is also instantly world-famous.


Historical Capitals are the centers of former Unified Kingdoms. Each region was once unified under these capitals, so holding the city gives a greater claim to power. It also works in reverse, you can reject someones claim because they do not hold the city.

*Unified originally from Stockholm. The original House Frost unified a second kingdom from St. Petersburg

**The Eastlands has never been fully unified, but has had two great kingdoms stem from both cities.

~Great House~
In Lords of the Realm, you do not play a singe leader. You will be the Head of a Great House, and may go through one or two different leaders over the course of the game. Great Houses are ancient family lines, respected and feared for their various reputations. This also means you can have other characters, such as sons and daughters(and marry them to make alliances). Any leader should be from a Great House, though you can choose to be "First of His Name", and be the founding member of your house.

When you start the game, your first post should be the details of your Great House, with a short backstory to explain why we care about who you are. Feel free to make up history(within reason).

Example:

House of Frost -name
"Death is Cold" -motto
Realm: Italy -Land
Loyalty: House Frost, Italy -(Later on, this is where you list your Allies)
History: House Frost has ruled as Lords of Italy for centuries. The Frosts were also the head of the Swizz Empire that unified the Crownlands hundreds of years ago. A separate branch of House Frost also unified the North from Stockholm around the same time. When it fractured, the Frosts maintained control of Italy. It has always been their dream to reform the Empire, and they are feared for their strength and ambition because of it.

Your Great House is left up to you to invent. As more details form over the course of the game, you may repost it to update everyone. You may choose to be something else, like a Khan leading a great Horde, or a Sultanate, ect, but having some sort of ancestry is recommended.

~War~
One Unit = 100 Men

-If a war's death toll rises above 8000 on one side, or 15000 all together, it becomes an Unpopular War. Your honor can become tarnished, Lords may try to leverage you to end the conflict, and your people become upset.

-If you lose 30% of your land since the beginning of a war, you are expected to surrender and become a Vassal to the victor. If you refuse, the victor will be allowed to continue the war until you have lost 60%(or surrender), at which time any war is considered won.
---If you claim 60% of an enemies land, you must offer ceasefire and halt all invasions. You can destroy armies that are not inside cities, but you may not invade.((Even nations from Sussos must follow this rule, this is to keep RPers in the game))

Vassalage: If you lose a war, you have the option of becoming a Vassal. As a Vassal, your lord will allow you a certain maximum of troops, No less than (# Cities x 1.5, so 10 regions, 150 units), and the rest you must give to your Lord. In return, He is obligated to protect your lands and assist in its development. Lords are also encouraged to conquer lands for their Vassals, to replace what they've taken. Vassals do not have to fight for their Lord however, and are only responsible to defend their own lands.

Crusades! This is an important part of the game. If you find yourself invaded by a Foreigner, you have the option of calling for a Crusade. Crusades are calls for every Lord in your realm to join you temporarily to beat back a Foreigner. A Crusade is only as effective as the amount of respect you command in a region, as nobody is obligated to participate. However, the basic premise is that you seek one-time help from all the lords of the region, regardless of alliances or past hatred(Even an enemy can send you help if he is against foreigners more than he is against you).

However, Crusades are a double-edged blade. Although you may receive help, you may be seen as weak and incapable of fighting your own battles. Calling a crusade can ruin your claim to the throne, weaken your international standing, and can allow any Vassals to claim independence. In addition, if another lord gains land previously held by you during the crusade, they have no obligation to return it to you!

Crusades are largely an emergency option. It is much more effective to make alliances, but if you find yourself with no choice, it can save your kingdom against powerful enemies.

~Kings~
The goal of LotR is to become or serve the King. To become a King, you must find at least one lord in your region willing to recognize your claim, and become a Loyal Lord. Loyal Lords, and any vassals they might have, are considered apart of your Kingdom.

At the start, it should be your goal to form or join a Kingdom. However, each region by tradition only has one King, and so if their are any other Kings in the region, they are usually considered rivals for the same throne.

If a Kingdom extends out of it's own Region, the King may reorganize it into an Empire.

(Note, you may use a different title than King, as long as it follows the same idea)

~Other things~

Resources;
oil=horses, gas=silver&Exotic Goods, coal=livestock

Weapons;
Infantry(Soldiers)
A. Cars(Knights)
Artillery(Catapults)
Tanks(Siege Towers)
Do not build Railguns or Battleships. Warfare is simpler here.

Buildings;
Forts(Castles)
Railroads(Stone Roads)
Workshop(Armory)
Factory(War Guild)
Harbor


Each city is a major town, and can have several villages in its territory.
One Day is one year.
Starts on Year 1330
------------------------------

I'd like to hear comments and constructive criticism to improve the game.


Edits:
-Crusades added.


Players(1/20)*:

playername (House name)-(Country)-(government type) "Motto"

Mike Frost (House of Frost)-(Rumania)-(Jarldom) "Death is Cold"
Arkasia (House of Al-Jahar)-(Arabia)-(Merchant Empire) "Horse Breeding Excellence"
TheIrishWolfe (Alliances of Daciana)-(North Canada)-(Federation) "The Wolf of Cold"

*The Game is currently set to be played with 20 people. If we have active Rpers this should be plenty.

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