Each player will take control of a region of Skyrim and have a number of settlements and armies placed under their command. Each player's aim is to take control of half the settlements on the map by eliminating other players and capturing their settlements. The game rotates through different phases or rounds, Spring, Summer, Autumn and Winter. In Spring through Summer, units are moved around the map and battle commences, in winter the fighting ceases and there is a brief rest period. Troop movements occur through secret communication with the DM and all moves in a season occur simultaneously. Victory occurs through numbers, with a possible random dice-roll element.
We shall be using this map of Skyrim, although I will be editing it based upon the number of players that join.
Applications are as simple as filling out a Character sheet for your Jarl, however I can't guarantee all applications will be accepted due to limitations as far as numbers. I'm looking for a minimum of 5 and maximum of 9 players to begin, after which point I'll update you on the rules, mechanics and the map.
________________________________________________________________________________________________________
The white lines you see indicate possible movement, travelling via roads equates to faster travel, decreasing the time the defender has to fortify their position with more armies, however roads lead to population centres which are harder to pass through than terrain, because they have armies.
Each player will begin with an army in each settlement they hold. Every turn you will gain an additional army for every 4 settlements you hold, with Winterhold and Windhelm counting for two and beginning with two as a result of the Capital status and Legion respectively.
The 'turns' are Spring, Summer, Fall, Autumn, Winter, Spring, Summer, etc. We begin in Spring.
Moves can be made in all seasons bar Winter, winter allows for diplomacy and for players to build up armies (you still get extra armies in Winter).
The moves are PMed to the DM, (that's me). All players move simultaneously. Moves are:
- Hold - To issue a hold is to order the piece not to move (and to defend its current position.) The syntax for a hold order is F Bla H (fleet in Blacklight holds.) Any unit that is not issued another order will be assumed to hold.
- Move - Armies may be ordered to move from the land province they currently occupy to an adjacent land province (regardless of whether it is occupied.) The syntax for a move order is A Ran-Mol (army in Ranyon-Ruhn to Molagreahd).
If you move into a province that would otherwise be vacant, or if you attack with more force than the current occupant defends, you will successfully move into the province. If you move to an occupied province on the same turn that the current occupant leaves the province, the move will be successful, or likewise if you move uncontested to a vacant province. The following situations will result in failure to move:
Attempting to move to an occupied province with insufficient force to oust the current occupant (fails)
Attempting to move to a province to which another unit of equal force also attempts to move (bounce, nothing moves)
Attempting to move to a province to which another unit of greater force also attempts to move (fails) - Support (defensive) -By offering defensive support to a unit you are essentially agreeing that the unit has the right to stay in its current location. You may offer support to a unit in any province to which the supporting unit could have moved (adjacent, land for armies, etc.)
By supporting a unit defensively, you increase the defensive strength of the unit by one during that turn. There is no limit to the number of units which may support you except the practical limit of board layout.
If the unit you are supporting is issued a move order, your support is invalid, even if the move order fails (you can't defensively support a unit that is on the march).
If the unit with which you are supporting is attacked by a foreign unit, the support is cut and rendered invalid (you can't defend someone else if you have to defend yourself.)
The syntax for defensive support is A Kra S Riv (army in Kragenmoore supports Riverbridge).
Note: A defensive Support move in a person's own territory may cover the distance of two moves. e.g. Dragonbridge can support Dunstad Grove. - Support (offensive) - Similar to defensive support, through offensive support you increase the force of an attack (move) order. In order to render offensive support, the supporting unit must be otherwise able to issue a move order to the destination of the attack. It is NOT necessary to be able to move to the origin of the attack.
You may support any player's attack; it does not have to be your own. There is no limit to the amount of offensive support you may receive except the practical limit imposed by the board. If the unit you support does not make the move you supported, your support is rendered invalid. If you are attacked by a foreign unit EXCEPT the target of the attack you are supporting, your support is cut. Exception to the exception: If you are dislodged by the target of the attack you are supporting, your support is cut.
The syntax for offensive support is F Alm S Mou-Adr (Fleet in Almalexia supports Mournhold to Alt Drethan)
Note: You may only commence an attack on a Hold Capital in Spring or Fall.
Battles occur when two armies meet. I will roll die proportionate to the number of armies each side has, defenders have a defenders bonus, which will equate to +1. In the event of a draw the opposing army retreats. In the event of a victory of less than or equal to 2 the loser retreats but survives. A victory of 3 or more and the loser's army is destroyed. In the event that one side has more armies than the other, the highest rolls are counted (so more armies means more chance of success), however, if one force is 3 times that of another (e.g. An army from Amol attacks Windhelm ( which has two armies), which receives aid from Dragon Wood) the smaller force is automatically the loser, and the dice roll determines simply their survival or destruction (so don't just go wildly attacking).
In addition, an attack on a Hold Capital must last for two seasons (which is why attacks can only begin in Spring and Fall). Note that this gives defenders a chance to increase defensive support.
At the end of each round I'll post an updated map. This is the first.
Just on assassins and spies, you can give an order to use one when you send in your other orders, and I will roll a series of dies to determine how successful the assassin/spy was, whether they managed to escape and whether they were compromised, potentially revealing who sent them - a triple dice roll (success, survival/capture and secrecy -i.e. whether they pull off the hit without implicating the person who hired the Hit), however, spies and assassins may only be used once a cycle (year) and not used simultaneously as spies are available leading into all rounds bar Winter and assassins only leading into Winter.
Players:
Username: Ranga360






