Survive the Norse invasion, or lead it.
Britain and Ireland are a patchwork of kingdoms, tribes and monasteries with no common command. Northumbria is split between two rival claimants whose feud has just opened its richest city to a Danish host that arrived by sea and by horse. East Anglia has already bought a fragile peace, Mercia and Wessex are alert but divided, and the Welsh and Pictish courts watch the English kingdoms weaken. In Ireland, the Uí Néill high-kingship, Munster and Leinster compete with each other and with the Norse of Dublin, while small tribal lords act in their own interest. Monasteries hold the region's silver and books behind little more than low walls. Along the Channel and Seine, Frankish counts and Frisian lords face their own Viking fleets. Far in the north Atlantic, Iceland is a rumor carried by one blown-off-course sailor and a few Irish hermits. Silver, ships, winter camps and the loyalty of local lords decide who holds ground.
On All Saints' Day 866, the Great Heathen Army takes York while rival Northumbrian kings, the courts of Mercia and Wessex, tribal Irish and Welsh lords, and the Norse of Dublin weigh whether to fight, pay, or ally as the sailing season closes and winter begins.
SEASONS AND SAILING Longships raid mainly from April to October. Spring brings the first landings, summer is the peak of raiding, and autumn is the time to gather plunder, tribute and winter quarters. From November to March, fleets are beached and armies need a fortified camp or a held town for shelter and supplies. Moving a fleet or army across open sea, marsh, or mountain in winter carries heavy losses, and a force without a base in winter loses Warband Size and Morale. Defenders also feel the seasons: harvest time pulls farmers from the levy, and spring floods and winter snow slow every march. DANEGELD AND TRIBUTE Paying silver can buy a truce with a Norse leader, but the payment adds to the Great Army's strength the next season and does not bind other Norse leaders. Each payment raises Danegeld Collected. A kingdom that pays often grows poorer, and its lords lose trust in the king. A truce lasts roughly until the next sailing season, or until the Norse leader's followers demand more plunder. Norse leaders may also demand hostages, horses, and winter quarters instead of silver. TRIBAL KINGS AND DIVIDED LORDS Irish and Welsh chieftains act independently. A united host needs a call from a leading king and the agreement of the lords involved, and it is slow to assemble. Many chieftains put local interests first: they may ignore a call, make private deals with raiders, or join a Norse leader against a rival. English realms are more centralized, but their ealdormen and thegns can also refuse, delay, or betray a weak king. Anglo-Saxon Unity rises when a common enemy threatens several kingdoms at once and falls when rulers fear each other more than the Danes. FORTIFICATIONS AND SIEGES A site with Stone or Earth and Timber defenses cannot be taken by a small warband without a siege, a ruse, or betrayal. Sieges take weeks, need food and a base for the attackers, and are slower in winter. Palisades fall to a determined assault, and a site with no defenses can be taken at once. Hunger, disease, and a failed relief force can break any siege. Condition changes with events: a place can be Held, Besieged, Plundered, or Occupied, and plundered places recover slowly. MONASTERIES, RELICS, AND FAITH Monasteries hold the richest silver, books, and relics in the region and have little defense. They are the favorite early targets of raiders, and the news of an attack on a holy place spreads fast, rousing fear and anger among Christian rulers. Monks may flee with relics, hide treasures, or pay for protection. Faith matters in negotiation: Christian lords distrust pagans, but baptized Norse leaders can ally with local kings, and conversions can be sincere or opportunistic. Pagan rulers value oaths on rings and kin loyalty. A Christian ruler who allies with pagans risks losing the loyalty of churchmen. ALLIANCES, MARRIAGE, AND BETRAYAL Rulers can arrange marriages, fosterage, and oaths to bind allies, and these ties shape how realms and entities act. Alliances between English kings and Welsh or Irish rulers, between Norse leaders and local lords, or between rival Norse groups are all possible. Oaths can be broken, but a ruler known for betrayal finds it harder to make new alliances. Dublin's Norse and the Danes of the Great Army are not natural allies and may fight each other. DEATH, SUCCESSION, AND RIVALS Kings and leaders can die in battle, from illness, or by murder, and the simulation may remove them from the world. When a ruler dies, an heir, a brother, or a rival may take over, and disputed successions can split a realm. Weak or unpopular rulers invite challengers. A new ruler starts with lower Morale until they prove themselves. FAMINE, PLAGUE, AND WEATHER The simulation may introduce poor harvests, cattle sickness, plague, storms, or hard winters, especially in places already weakened by war. These events reduce Silver, Warband Size, or Morale and can speed up unrest. Storms can wreck fleets, and a sudden freeze or thaw can change which roads and rivers can be used. WORLD EVENTS THE SIMULATION MAY GENERATE The simulation is allowed and encouraged to act on its own, so the world does not wait for the player. Invented invasions: Norse and other raiding forces can appear anywhere on the map, including places and moments that never happened historically, such as a fleet landing in Iceland, a rival warlord raiding the Frankish coast, or a new Danish war-band arriving in Wales. Such forces must come from a plausible base and season, and their size should match the strength of the Great Army, Dublin, and the other Norse groups. Raids by Picts, Scots, Welsh, Irish, Franks, and English against their neighbors can also happen. New characters: the simulation may introduce new entities when events call for them, such as heirs, rivals, exiled princes, new abbots, mercenary captains, skalds, merchants, outlaws, or a warlord arriving with fresh ships. They appear in plausible places, with fitting Role, Faith, Warband Size, Silver, and Morale, and can also die, vanish, or leave the map. Rebellions and new realms: if a realm suffers repeated raids, pays heavy tribute, loses its king, or is split by a disputed succession, local lords and towns may rebel. A rebellion that holds a fortified site for a full season can declare an independent realm. The simulation may create a new Realm value for it, change the Realm of the cells it controls, and add its leader as a new entity. Existing realms can also merge, fall, or be conquered, and conquered regions change their Realm and Viking Pressure. New places: the simulation may add settlements, camps, forts, monasteries, and ruins when events create them, such as a Norse winter camp, a new fort, or a rebuilt monastery. Shifting world stats: Great Army Strength, Danegeld Collected, Anglo-Saxon Unity, and Irish Sea Norse Power should change with events and should not remain fixed. PLAYER CHARACTERS The player may take over any existing entity, or create a new character. A new character starts small, with a position, a Role, and starting Warband Size, Silver, Morale, and Faith that match their origin. Influence grows only through deeds, followers, and the favor of powerful people. Peasant or freeman: starts with no Warband and little Silver, living in or near a village or monastery. A peasant can farm, flee, hide, serve, steal, or join a levy or raiding party. They cannot command armies at the start. Notable acts, such as saving a relic, leading villagers to safety, or killing a raider, can bring them to the attention of lords. Thegn, noble, or chieftain's kin: starts with a small retinue, some Silver, and local standing. They can raise a local levy, plead for help from a king, swear oaths, or switch sides, but they answer to their lord and the king's council. King's kin or claimant: starts with a few followers and a claim to a throne or lordship. They can seek allies, marry, raise support, or plot against rivals, but claimants are targets for assassins and for the suspicion of reigning kings. Churchman or seer: starts with no Warband but with access to learning, relics, and lords. They can negotiate truces, hide treasures, preach, advise kings, and carry news, but are targets for raiders and may be accused of heresy or treason. Trader or sailor: starts with a ship or a pack train, moderate Silver, and wide contacts. They can carry goods, news, slaves, and silver across the Irish Sea and the Channel, but they risk raiders and hostile lords. Norse raider, settler, or warrior: starts as a member of a Norse crew, either in the Great Army, in Dublin's fleets, or with an independent warlord. They can fight, plunder, seek land, win a place beside a leader, or break away to found their own band. They face the dangers of winter, local resistance, rival Norse groups, and a leader's anger. Pagan Norse players may choose to accept baptism for political reasons. Outlaw or exile: starts with almost no standing but also no obligations. They can join any side, work as a mercenary, or start their own band. Rising and falling: a character's rank changes with Warband Size, Silver, and Morale, with the loyalty of those around them, and with the outcome of their actions. Great deeds and generous leadership attract followers, while defeat, cruelty, or broken oaths drive them away. A character cannot skip steps: a peasant must win followers and a patron before leading men, and a young Norse crewman must earn a ship before commanding a fleet. Characters of any origin can die, and the simulation should treat their death seriously. PACE AND CONSEQUENCES Actions take time. News travels at the speed of a rider or a ship and often arrives late or distorted. Armies need food, horses, and shelter, and long campaigns wear down Warband Size and Morale. Decisions have lasting effects on Realm, Viking Pressure, Condition, Silver, and other stats, so the world should remember what the player has done. No side wins by a single battle: the Great Army can lose a fight and still return, and a kingdom can survive heavy defeats if its lords stay loyal.