Home · Fan tributes · The Last Kingdom
A real-time game · Six things to play today · One reign · Ten games on the list · Unofficial fan tribute
The Last Kingdom Fan Wing
For the people who finished the story of Uhtred of Bebbanburg and immediately wanted to argue about it. This is the whole programme in one place — what you can play now, who the profiles cover, what the chronicle says, and every game still to be built, in the order the research says they are wanted. Nothing here is called playable unless it is a link.
The first real-time game — live now
Everything above it in this wing is a turn-based decision. This one is not: move with WASD, strike, raise a shield or roll clear, against three raiders who close in one at a time. Chapter One of a longer game, built one tested chapter at a time — not one of the ten below, and not finished being added to.
The reign — live now
Not a sitting: a game that runs for weeks across as many visits as you like, keeps its own state, and is meant to be lost a few times before it is held.
Lord of Bebbanburg
The flagship. Hold the seat for twelve winters by the judgements you give — a feud that comes back wearing different clothes, a bishop's warm letter, a Danish jarl who wants a beach and then wants an answer. Eight numbers, none of which move alone. Saves in your browser and carries anywhere as a saga code.
Live · Reign game · twelve winters, eighty mootsHold the Wall
The wall, in 3D, push by push. Read what the man opposite is about to do — the axe going up, the shoulder dropping, the gap beside him — and answer with brace, shove or spear. Six waves, three wounds, and no timer anywhere: a wall is held by paying attention on the fortieth push, not by fast hands.
Live · Shield-wall game · six waves, forty-eight pushesHolmgang
A legal duel on a hazelled hide. Three shields, three paces of ground and the breath in your chest, and every blow tells you plainly which two of them will answer it — so the whole duel is deciding what you can afford to spend. Only wind buys a strike, and you need three.
Live · Duel game · twelve exchanges, nothing hiddenThe War for the Kingdoms
878, and you hold two shires in a marsh against Guthrum's six. Seven more are uncommitted and will join whoever looks like winning — so you build burhs, earn standing and take the kingdom back with what that brings you. His host walks the roads between your turns, and he writes to you about it.
Live · Strategy campaign · fifteen shires, fourteen yearsSaxon or Dane
Twelve decisions across three wars, and the ring on your arm dulls one band every time you come down on the other side — permanently. A priest counts oaths kept; a skald counts only whether you went towards the hard thing. Their scores do not correlate, and you cannot be the man both of them want.
Live · Allegiance game · three wars, twelve decisions, two verdictsArseling to Ealdorman
Twelve questions on the real ninth century, and five people who came out of the hall with you. Each helps once and asking spends them; being wrong loses one whether you asked or not. The skald behind you names the ones who are gone and makes up two lines about the rest.
Live · Trivia gauntlet · twelve questions, five companionsThe King’s Shadow
Eight years standing next to a king, and every year trades his trust against your own name — you cannot buy both, and at the audience your standing is the weaker of the two. Make your case in your own words, then watch a man who was forty miles away write the chronicle and give him the credit.
Live · Strategy · eight years, two meters, one argumentStorm the Coast
Row up a river, then answer one question over and over: take this one too, walk past it, or run for the ship. Every turn ashore wakes more of the country behind you, and you still have to row back down all the water you rowed up. The odds are printed on the screen; the horsemen’s number is not.
Live · Press-your-luck · five reaches, eight buildings, one alarmThe Burh Holds
Six districts, three days of work and three nights of attack — and a budget that will never hold all six. The Danes picked one of four ways in before you knew they were coming; the first night is blind, and the signs it leaves are what you spend the rest on. The reeve argues while you build and reads the list of what you lost.
Live · Siege defence · six districts, three nights, four ways inNight at the Fortress Gate
One torch, three lanes coming at the gate, and you can only light one at a time. Rain thins the beam as the night wears on; lightning gives you a free look on its own schedule, not yours. Five companions, each with one verb, are the only way to cover a lane the torch cannot reach.
Live · Night watch · three lanes, one torch, fourteen turnsTrivia and sorting — live now
Five pages you can play today. One sorter and four rounds, each a pure function of its own address: no account, no request, no answer leaving your machine, and a link at the end that opens on your exact result for whoever you send it to.
Destiny Is All — Saxon or Dane?
Seven either-or questions about how you actually live — oath or opportunity, prayer or feast, the wall or the water — and a verdict on which side of the shield wall would have claimed you.
Live · Allegiance sorter · seven questionsWhich Season Are You Living Through?
Taken, sworn, waiting on a dying king, holding a long middle, settling an old account, or called back after the ending. Nine questions place you in one of the five seasons — or in the film after them.
Live · Trivia round · nine questionsWhich Character Are You?
Uhtred, Alfred, Brida, Finan, Aethelflaed or Beocca — matched on what you do at three in the morning when somebody has to decide, rather than on what happened to any of them.
Live · Trivia round · six peopleWhere Would You Stand in the Shield Wall?
Front rank, second rank, flank, banner, reserve, or the one who counts the dead. Six jobs a wall actually needs, and courage is deliberately not the axis, because everybody in the line is frightened.
Live · Trivia round · six positionsWhich Ninth-Century Job Would You Have Survived?
Burh-builder, chronicler, hostage, trader, oarsman or ploughman — the real Britain of 865 to 918, out of the Anglo-Saxon Chronicle and Asser rather than out of the script.
Live · Trivia round · six occupationsThe characters — live now
Profiles rather than quizzes, and they live next door at /site/last-kingdom/ because a character page is not a game and should not pretend to be one in its structured data. Each carries who played them, which seasons they are in, a few of the lines they are remembered for — attributed by character and season — and where the history and the story part company.
Uhtred of Bebbanburg
Born Saxon, raised Dane, never allowed to be simply either — and the reason a fortress on the Northumberland coast has a fan base. Played by Alexander Dreymon in all 46 episodes.
Live · Character profileAlfred
The scholar-king who would rather build a system than win an afternoon, and the only person in the story Uhtred cannot simply walk away from. Played by David Dawson.
Live · Character profileBrida
Saxon-born, Dane by conviction, and the least willing person in the story to hold two ideas at once. Played by Emily Cox, from the first episode to the last.
Live · Character profileRagnar
There are two of them, which is the question everybody actually arrives with. The blood-brother, the man who raised him, and what happened to each.
Live · Character profileThe chronicle — live now
The other half of "was any of that real". A dated record of the ninth century out of the public-domain sources — the Anglo-Saxon Chronicle, Asser writing in 893 — set beside the series that dramatises it, with the places where the two part company said out loud.
The build list, closed out
Ten games were promised, in demand order, from research into what this fandom actually asks for — mods, roleplay campaigns, the licensed board game and eight or more live quiz properties. All ten shipped: Lord of Bebbanburg, Hold the Wall, Holmgang, The War for the Kingdoms, Saxon or Dane, Arseling to Ealdorman, The King’s Shadow, Storm the Coast, The Burh Holds and Night at the Fortress Gate — every one of them above, live, playable now. The list is kept here as the record of it rather than deleted: a promise somebody could hold us to is worth more once it has actually been kept.
What this wing is
The Last Kingdom is the story of a man born Saxon, raised Dane, and never quite allowed to be either — told across Bernard Cornwell's novels and the television series they became. This wing is the corner of the site given over to it: ten games you can play today, an allegiance sorter and four trivia rounds alongside them, five pages of profile and chronicle, and a build list that once admitted none of it existed yet and now says the opposite.
Everything here is free, needs no account, and works with the network switched off. Every result is carried in its own link, so an argument that starts here can be continued somewhere else. The board has a Last Kingdom room where destiny gets argued at thread length, and the Residents keep it warm between releases.
The house rules, including the one that changed
Characters and places are named — Uhtred, Alfred, Brida, Ragnar, Bebbanburg, Wessex — because naming a work is how you talk about it. What is new in this wing, and is not true of the others in this corner, is that it also quotes: a handful of short lines from the series, each attributed to the character who says it and the season it comes from, always inside a sentence of ours that is doing something with it. A word from Leofric, a sentence from Alfred, a refrain from Uhtred. That is quotation, and it is bounded on purpose.
The caps are what make it quotation rather than reproduction. No transcripts and no scenes. A handful of lines per page, never a run of dialogue. No media at all — no stills, no clips, no episode audio, no music. And nothing the wing's AI writes ever quotes or recombines a line: the machine's half of this wing is original writing or it is nothing, which is the separation that keeps both halves clean. The ninth-century material is public domain — the Anglo-Saxon Chronicle, Asser, and The Wanderer, which is where the show's own motto comes from.
How the build list was ordered
Not by what looked fun to write. The order came out of a survey of what this fandom actually produces and asks for: the campaign mods people build for other games to re-tell this story, the roleplay playlists, the licensed board game and the mechanic reviewers singled out in it, and the eight or more Last Kingdom quiz properties already running elsewhere. Where the evidence was thin the idea did not make the list, however good it sounded. That is why there is no city-builder and no survival game on it.
This is fan-made, and unofficial
This is a hub of unofficial fan pages for The Last Kingdom — the television series and the novels of Bernard Cornwell it is based on — naming the work, its characters and its ideas under nominative fair use, and quoting short attributed lines from it within the limits set out above. It is a free, unofficial fan tribute, made for fun. It is not affiliated with, endorsed by, or connected to Carnival Film & Television, Netflix, or Bernard Cornwell and his publishers.
Everything else in this wing was written fresh for it. No scene, transcript, still, clip, logo or artwork from any television series or book is reproduced anywhere in it, and nothing here imitates an official mark. Iron Realms — the strategy game the rest of this site is about — is an original fantasy world with its own map, its own houses and its own art, and has no connection to the world of The Last Kingdom.