home  |  dsl forums  |  equipment list  |  PLAY THE GAME  |  armor shops  |  DSL Wiki  |  maps/directions  ]

The World of Algoron

The Kingdoms
The Clans
The Races
Classes
History

Religion

Remorts
Manatonics
Crafting
Artifacts
The Underworld
Story Note Archive
History Notes Archive


Inside DSL

Contact Us
Players Online
The Immortals
Hall of Fame

Web Page Quests
Fan Links
Donations
Conventions
DSL Podcast
Submit a Con Card


Competition

Capture the Flag (ACFL)
Clan Wars
Algoron World Games
Kingdom Wars
Gladiator League
(AGL)
AGL Elite
Jousting Assoc. (AJA)
The Magma Cup


 
Helpful Links

DSL Wiki Page
Mudlet Client
Directions Google Doc


Kingdom Wars

    Kingdom Wars is the system that Dark & Shattered Lands uses to allow many things.  Primarily, Kingdoms use this system to wage war upon each other.  They may take land, cities and even another entire kingdom away from those they dislike.  Players may also use this system to purchase and then manage armies of their own in hopes to create their own kingdom or take the throne from an existing one.

How to Play

    The rule set for kingdom wars is very basic. You buy troops, you move troops and you fight other troops. Defeat another ones army to claim land, a city or even another kingdom. Be a hero, a tyrant or be that weird guy who only shows up when there's a fight so you can add to your collection of mortal ears, it really doesn't matter.  What does matter is that you either rule or serve your kingdom well.

   To make any moves in the game, all you need do is simple use the ORDERS interface and simple tell what unit to go where. Use the coordinates on the grid-map to tell us where you want to move a unit.  NOTE: If you move into enemy territory, they WILL KNOW.  If you want to take an indirect route somewhere, all you need to do is to note scorn from inside of the game.  Be specific and clear, Scorn is a Texan and gets excited at the prospect of battle.

  Coordinates should be used by naming the top-across coordinates followed by the side-down corrdinates.  850, 175 would put you at the top of Shokono.

  All areas in gray are open to be conquered, HOWEVER, you will likely find a hidden surprise, be it natives, other armies or Chuck Norris.  If you find Chuck Norris, sorry about your army.

  So move troops with the interface and give all specific directions to scorn via a note on the game.  Also if you have players who wish to lead troops into battle and risk permanent death, make sure they note scorn BEFORE the battle is to occur. Please have them only note scorn around battle time as he can not possible track every player in the game who is leading or sub-leading an army.

  When you purchase troops, they all START in your home city.  If you control a territory, like Althainia currently has Dolund'ir, you may start new troops there.

  When war or scuffles occur, it is VERY IMPORTANT that kingdom leaders make a written SPEECH to their kingdoms. Do this for morale. If you don't and the moral drops on units, it will be VERY difficult to win a battle.  Be inspiring, it will help get you points. Make sure that your note includes Scorn.

  Kingdoms ships MAY be used as ship unit for kingdom wars.  However, it is not advisable due to the risk of losing them for good is.  You are welcome to use them at your own peril.

Kingdom Types
    There are currently 6 types of kingdoms available.  All have good and bad aspects assigned to them.  Kingdoms types should be selected not by which you feel will be the most successful (the kingdom type has no effect), but by which you feel suits your kingdoms role-play better.  Any of the types of kingdoms can succeed or fail depending on your decisions, luck, or even the actions of others.  Below is a description of Kingdom types and how they affect citizens and troop morale.

Monarchy

    Monarchies are the most common kingdom type.  Kings, Queens, Princes and Princesses lead kingdoms.  Family and blood almost always determine leadership as it is generally viewed that the gods themselves ordained a king by giving him his birth.  Monarchies typically have the most success in a kingdom and generally have strong loyalties from their people.  If you wish to decisively rule your kingdom and have the successors of the kingdom be your family, this is the kingdom type for you.

Dictatorship

    A dictatorship is a form of kingdom where the ruler rules by might and oppression instead of other rightful means.  Dictatorships can demand the most out of their citizens obtaining high taxes and order but generally lose the most in terms of loyalty and immigration.  Dictators generally have a tight reign on their kingdoms and seldom have uprisings they cannot control or extinguish.  

Religious

    Kingdoms based around religion generally have a devout and large following.  Citizens would be honored to fight and even die for that kingdom and are at most times fanatical about it.  Taxations are high and the citizen's love giving every silver piece they own without regret.  Leadership is given to one person who acts as the high priest and he or she alone rules.  Upon death or resignation, an order of priests or holy men generally elects the new high priest.  The down side is that the leader is held to a very high standard and if even a small part of the public opinion drops below the normal high standard, then a lot of bad things start to occur.  Also these types of kingdoms have to keep their Gods or Goddesses very pleased with them and that can sometimes be a curse in itself. 

Democracy

    Democratic kingdoms often have a high happiness rate as well as some loyal citizens.  However, the leaders are constantly voted out when they do anything unpleasing.  Democratic kingdoms allow their citizens to vote and voice their opinion on almost all issues.  These kingdoms have good migration but are susceptible to terrorist type attacks and being spied on.  Government issues and the legal system are generally slower than other kingdoms as well.  Democratic kingdoms almost always have the best economies.

Tribal

    Tribal kingdoms are often run by a chief or a counsel of elders, both of which are normally given their positions simply because they are viewed as the oldest and wisest of the tribe.  Tribes fight with a fierce loyalty and most would always sacrifice anything for the other members of their tribes.  While tribal kingdoms natural fight well, their leaders are susceptible to brutal fights to the death for leadership.

Imperialism

    Imperialism is only obtained when a kingdom conquers and controls another.  Empires have high moral and a sense of supremacy.  Taxes and other goods often come at the expense of conquered kingdoms which in turn reduces taxes from the Empires home kingdoms which in result makes for some happy citizens.  Empires always have one top-level ruler and are normally the richest and most successful kingdoms.  However, ruling other kingdoms isn't easy and it does require a lot of work and attention.

Morale

Morale

    Citizen and troop morale are beyond important.  When the troops aren't happy, they have a much less chance of obtaining a victory, especially when attacking another kingdom instead of defending their own. Troops are made happy by simply having the support they want from the home front.  It's much easier to fight well and obtain victory when you are certain that you will come home a hero.  That why its imperative that citizens of a kingdom are behind and fully support a war.  Kingdom leaders must address military action to their citizens and convince them that sending their families and friends into war is the right thing to do.

Diplomacy

Diplomatic Status

    All kingdoms must publicly display their diplomatic status between them and the other kingdoms.  There are several options which are listed and defined below.

Ally

  Alliances are when two kingdoms pledge to defend each other and assist in most battles.  Alliances are good because they show strength beyond one's Kingdom but they can be bad since a kingdom may make enemies based on another's actions.

Enemy

    If someone is your enemy, it doesn't mean that you are at war. It simply means you dislike that Kingdom and do not trust them.  Diplomacy is still available when not at war.

Peace

   Peace is when two kingdoms are not allies, enemies nor at war.  Sure peace is boring, but so is being dead.

War

   Before any battle can begin, there must be a declaration of war by one side to the other.  Before any war can end, there must be a cease-fire treaty signed or an official surrender.  If one side does not surrender, the winning side (if attacking the kingdom) can begin to destroy the city and the kingdom once and for all or just murder the powers that be who control the city.  All surrenders are unconditional and must be accepted except when there is no more soldiers left to fight.

Military

    There are many different types of military troops or equipment you can purchase.  Each one has their own good and bad qualities.  The best advice a kingdom will be given is to have a good solid base of infantry supported by other types of soldiers.  Many factors will come into play when a battle occurs.  Strategy, terrain, size of forces, types of forces and morale of your kingdom.  All battles will be played out slowly, most taking several days to a few weeks.

Militias

   Militias are normal hard working men who have left their homes and jobs to serve their kingdom when the call arises.  You can not purchase militia.  Militia volunteer themselves out for their Kingdom.  How many you get depends on the morale status of your kingdom.

Infantry

   The infantry are the foundation of any army.  Infantry are 50 men per unit and 99% of them are armed with swords.  Without the sheer numbers that infantry provides, most armies competing without a solid core of infantry will find themselves severely outnumbered and in deep trouble.

Macemen

     Macemen come in unit of 25 men.  Wielders of the mace have one distinct advantage to those infantrymen who carry swords.  A good mace from a strong arm injures a soldier no matter how much armor they tend to be wearing where swords have to cut through armor to do damage.  The only drawback is that maces do not kill as quickly as a sword would, but in a battle one is likely to disable his opponent easier, although the opponent may live to fight another day.

Axe Wielders

  Axe Wielders come in units of 20 men.  These soldiers have a powerful offense but seem to commit a lot of errors in battle including harming their own members accidentally.  Axe Wielders are known for their fury and can tip the scales of a battle quickly.  The axes these soldiers carry vary from the smaller one sided axe to large duel sided axes.

Pikemen

    The Pikemen come in units of 15 men.  Pikemen carry long 15 feet pikes and are great for two reasons.  No other unit has better defensive qualities than the pikemen do nor are any anywhere near as effective against Calvary.  However, a pikemen's offence lacks a little to be desired.

Crossbowmen

    Crossbowmen come in units of 15 men.  Wielders of the crossbow are valuable due to the art of ranged combat.  When compared to archers, it is said that crossbow do not have near the distance or accuracy from afar, but enjoy the benefits of a closer version of ranged combat and are not as vulnerable when the battle comes up close range.

Archers

    Archers come in units of 10 men.  Archers have the ability to quickly injure an army from a nice long safe distance.  Nothing evens the odds early like a good group of archers.  However, once the battle commences, archers are mostly worthless and are normally kept behind to pick off any stray soldiers who may coming behind the lines after your commanders.

Cavalry

    Cavalry comes in units of 10 soldiers on horseback.  Cavalry are the most feared force in a battle.  They have great defensive measures and an unequalled offense.  Cavalry can surely and quickly send an opposing force running in fear.  If an army can support a large Cavalry, then its chances of victory are excellent.  The only attack a cavalry is vulnerable to is pikemen who tend to take out horses quickly and brutally.

Knights

    Knights come sin units of 5 men.  Knights bring leadership, training, and skill to a battle.  All troops seem to fight better when Knights are on their side.  Knights are mounted on horseback and able to successfully lead a charge like none other.  Knights are often the target of most opposing forces.

Wizards

   Wizards come in units of 1 and can make a good difference in a battle. However, wizards seem to be a favorite target of opposing archers.  Wizards can go into a battle casting one of three styles, protective, offensive, and weather.  The protection spells give troops spells such as armor and shield, protecting each ones life.  The offensive spells such as lightning bolt, fireball, and acid blast help defeat enemies by blasting enemy soldiers from a safe distance.  The weather spells include faerie fire, tornado, and call lightning all which help injure or disable an opposing army.  

Clerics

    Clerics are bought in units of 1.  Clerics can enter a battle in one of 3 styles, defensive, maledicting, or healing.  Defensive allows them spells such as sanctuary, stone skin, or protection alignment.  The maledictions are plague, curse, or slow. The healing option only comes with one spell, and it is heal.  All options can make a huge difference in battle, but like mages, clerics are a target for archers.

Assassins

   Assassins are used in two different ways.  In battles, they target high profile specific enemies such as Knights or another units leadership.  Outside of battle, they are sent on missions to kill another kingdoms leadership.  Assassins are expensive and they don't always stay loyal to those who hire them.  it is also very difficult to assassinate another kingdoms leaders, although it has happened in the past.

Galley

   A ship capable of combat, but geared mostly towards the transportation of troops.  A galley can carry as much as 300 soldiers. A galley has 4 cannons mounted, 2 on each side of the ship.

Light Cruiser

   A light cruiser can carry up to 50 soldiers transport wise, but its main purpose is that of a warship.  Light Cruisers are faster than any other ship and has more than 10 cannons mounted on both sides of the ship.

Great Galley

   A great galley are the largest ships on the sea. They can transport up to 500 soldiers and have 8 canons mounted on their ship, 4 on each side.

Heavy Cruiser

   A Heavy Cruiser is the best Offensive ship in a fleet. They have over 20 cannons mounted on the ship and are capable of carrying 100 soldiers.

Dragons

   Dragons have the single most impact on any battle.  Nothing compares to the power of a dragon and the bigger they are, the harder they are to stop.  However, when in battle, Dragons are targets, especially to heroic knights.  Dragons are not a unit to be purchased, but are player dragons who risk their lives to fight in a kingdom wars battle.

Player Involvement in Battle

   Kingdom leaders may assign players to become the leaders or even the sub leaders of purchased military units.  Doing this grants the units some excellent bonuses in combat.  The bonus a unit receives is based on the characters level and rank in the kingdom.  While its great role-play to be in a battle, a player does risk permanent death if his unit gets destroyed in a battle.

  Only players within the units kingdom may lead it. If a player owns his own units, only he may lead a unit. You must have an official kingdom to assign anyone else to lead a unit.

Owning Your Own Troops

    There is a minimum buy of 5 infantry units (that is 375 eggs) to START an army.  You must have written support from an existing kingdom in which to recruit and store your army.  If your army is defeated, you will be forced to purchase the minimum buy again before you can purchase more troops.  Players who own their own armies must maintain 5 units of infantry before they can purchase any other single unit.

Starting Your Own Kingdom

    There are two ways to do this and both are extremely difficult, although one method is cheaper.  The cheaper way is to purchase an army and conquer another kingdom, preferably one you may catch napping.  The other way is to move your army to a unit of land and conquer it. If you can hold on to it non stop for more than 30 real life days, then you must come up with 5000 (yes, that's THOUSAND) eggs to fund the building of your kingdoms city.  The name and Role_play around your city must be approved by Scorn, but most anything that falls into good taste and in the role-play setting of Algoron will be allowed. (this means if you want to name your city something stupid, like the Empire of Hugh Hefner, you will be turned down)
 



 


Dark


Dark & Shattered Lands (DSL)
Copyright 1996 - 2016.
 All rights reserved.