Game Mechanics
My goal here is to make a simple game that will be IC focused and last a long time, giving players the feeling that they are shaping a fantasy realm through their actions. For the most part, things will be decided by the luck of the die, others by player's choices. The direction of the kingdom is at the hands of the players, whether it shall remain strong and united or fall to petty kingdoms locked in civil war.
The King and Council
Overall it is in the best interest of the Jarls to maintain a united kingdom. Not only does this protect the Jarldoms from outside threats, but it also allows for a royal treasury and council to administer the kingdom. The royal treasury is separate from the personal wealth of the Jarls and even the king, though the king is the de facto administrator of the treasury. The king may use this wealth to aid the Jarldoms through disasters, hire mercenaries in times of war, conduct good will missions to allied kingdoms, or anything else they will. Typically the treasury is known only to the king or queen and their council, though they may disclose this information to the Jarls if they wish.
Aiding the King is the King's Council. A small group of trusted advisors that aid the king in administration of the realm. On the council is the Marshal, The Steward, and the Spy-Master, with a fourth seat given to a special advisor that I will control, but more on that when the game starts. Each councillor is given a special council order as well as their regular war and diplomatic order. They may choose to use this order for the betterment of the kingdom, or use it for their own needs. The King may give councillors their order, though it is up to them to follow through. It is up to the king who sits on this council, it can be their own characters for greater control or other players to foster alliances among the Jarls and make use of ruler traits.
It should be noted that the treasury is susceptible to thefts by outside threats and the Jarls. If a Jarl is planning a revolt, you can bet their first move will be to raid the treasury to mitigate the power of the king...
The Marshal
Though the king is the realms chief general, the Marshal is the top military advisor and second in command. It is often the Marshal who oversees the defence of the realm in the king's absence, or leads assaults upon enemy lands. The Marshal is also the commander of the Hirdmen, a special warrior order that carries out the will of the Council.
The Steward
The king's chief administrator. The Steward oversees the kingdom's coin counters and is chiefly occupied with the finances of the realm. This councillor has an opportunity every turn to bolster the funds within the treasury at the behest of the King. In addition to finances, the steward is also the chief diplomat of the realm, and is expected to be the face of peace representing the king to the outside world.
The Spy-Master
This Councillor's main concern is intelligence gathering and clandestine operations with the aims of furthering the King's peace. A very skilled spymaster will operate with such a deft hand, that his operations remain known only to the king and the council
More on game mechanics to be posted later...