1 - Handbook

Apriori

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Section 1: Introduction, Setting & Objective

Welcome to War of the Realm: A Game of Ice and Fire, a strategic and immersive tabletop RPG set within the legendary world of A Song of Ice and Fire. In this game, players exists as members from Westeros’s greatest Houses, striving to secure the ultimate prize—the Iron Throne. Your actions, decisions, alliances, and battles will shape the fate of kingdoms and determine who rises to power and who falls into obscurity.

Setting and Objective: This game can exist in any stage and era of the known timeline of Westeros, allowing GM's flexibility in their world settings. With players unable to play as the Targaryen or Blackfyres, these Houses are controlled by the GM and exists as extenzions of the story, allowing him to add or remove them depending on the plot chosen to run. For example, if the GM wishes to have a world setting where the Targaryens are still around and members play out the Dance of the Dragons, or if the GMs decides, the world setting can be a world in open war with no alliances, pitting all Houses against one another. This allows a fresh and new experience every session or the potential to create a lasting timeline and experience. The first official campaign will be The King's Council: The sudden death of a Targaryen king without clear heirs has plunged Westeros into crisis. With a Regent King holding temporary authority, the powerful regions and Houses of Westeros now eye the Iron Throne with ambition and suspicion. Every house, from the icy fortresses of the North to the sun-scorched lands of Dorne, prepares for the inevitable clash of steel, wits, and wills.

The primary objective of each campaign is straightforward yet infinitely complex: become the dominant political and military power in Westeros and, depending on the campaign, and claim the region and realms as your own, and, eventually, claim the Iron Throne. Players must strategically use Influence, form alliances, wage wars, and employ cunning diplomacy to expand their power. While combat prowess and armies matter greatly, the subtler skills of negotiation, intrigue, religious devotion and resource management are equally essential to your success. Players succeed by carefully navigating through distinct gameplay phases, each requiring unique tactics and approaches, from careful political plotting to decisive military campaigns. The player or faction that accumulates sufficient Realm Influence, successfully defeats key rivals, or achieves majority recognition from the other kingdoms will be crowned the ruler of the Seven Kingdoms.

Game Overview & Core Gameplay​

In War of the Realm, players will:

  • Assume control of major Houses with unique strengths, weaknesses, and specialties.
  • Navigate complex diplomatic landscapes to secure alliances or sow discord among rivals.
  • Engage in meticulously detailed land and sea battles using armies of Bannermen and diverse fleets.
  • Strategically manage resources such as gold, Influence, and lands.
  • Participate in narrative-driven campaigns composed of distinct phases that drive the political drama forward.
  • Players embody their characters, making decisions based on their House’s traditions, ambitions, and personal objectives.

Every action has consequences, influencing your reputation, alliances, and political standing in Westeros. Your interactions with other players and NPC factions will shape the narrative profoundly, offering unique paths to victory or ruin. The Game Master, or GM ( also known as the Dungeon Master or DM ), orchestrates the narrative, determines outcomes, and facilitates gameplay. They manage NPC factions, narrate events, provide rulings on disputes, and guide the storyline to ensure fairness, continuity, and immersive storytelling. Players are encouraged to collaborate closely with the GM, sharing character goals and intentions to enhance narrative depth and enjoyment for all.
 

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Section 2: Campaign Structure & Phases

War of the Realm is a campaign-driven RPG, unfolding in dynamic narrative phases that mirror the rise and fall of great Houses, rebellions, wars, and shifting allegiances. Each campaign session or season is split into Five Core Phases, guiding players through diplomacy, war, intrigue, and strategic decision-making. Campaigns can last anywhere from a few sessions to many months depending on the pace set by the GM and the ambition of the players.

Each campaign turn follows this general structure:
  1. Council Phase (Declaration & Positioning)
  2. Intrigue Phase (Initial Schemes & Secrets)
  3. Open War Phase (Battles & Movement)
  4. Diplomacy Phase (Resolutions & Treaties)
  5. Resolution Phase (Influence, Events, and Progression)
Each phase is both mechanical and narrative, with players and the GM shaping the world through their actions, choices, and roleplay. Campaigns can be episodic (short arcs, 5 to 8 sessions) or epic sagas (20+ sessions). Players may start as minor nobles and rise to Kings or Queens or burn out in glorious failure. This is determined beforehand with the community, deciding what story will be played out and how long it shall last.

PHASE 1 TO 6

Phase 1: Council Phase - Declarations & Startings

This phase sets the stage for the rest of the turn. Players declare intentions, reinforce defenses, and plan moves publicly and privately. This phase is used to start every Campaign, consisting of many posts detailing the setting, plot and Houses in play. From here, members post introductory posts and RP with those near them, depending on the Campaign type.

Player Actions in this Phase:
  • Public declarations (alliances, neutrality, war intentions, marriage pacts)
  • Internal management (training, restructuring troops/fleets)
  • Influence allocation (spend or store Influence to secure vassals or projects)
  • Requests to the GM for personal quests, NPC missions, or plotlines
  • Council sessions (if applicable): High-status players may vote on realm-wide decisions
GM Role:
  • Set political climate (e.g., civil unrest, a King's death, a religious uprising)
  • Present factional news and rumors
  • Introduce new NPCs or global developments

Phase 2: Intrigue Phase - Schemes, Spies & Shadows

In this phase, all covert actions and plots are launched or resolved. Members are able to launch various plots and schemes, based on their Feats, Intrigue and Influence levels. These schemes, often related to spy networks and murder attempts, are usually carried out via rolls. Based on the members Feats and their roll chances, schemes can be discovered and exposed ( normally, members message the GM their plans and allow him to conduct public rolls for them). Because of what these plots may cause, this is perhaps one of the most important and impactful phases.

Player Actions:
  • Launch or conclude schemes (assassinations, blackmail, framing, etc.)
  • Activate spy networks or respond to enemy plots
  • Roleplay personal scenes or advance narrative arcs (secret meetings, rituals, seduction, betrayals)
  • Initiate espionage-based challenges (opposed rolls or stealth missions)
GM Role:
  • Resolve hidden actions behind the scenes
  • Adjudicate risks, leaks, betrayals, and unintended fallout
  • Offer narrative consequences (e.g., a spurned lover spreads damaging rumors)
Phase 3: Open War Phase - Armies & Armadas

The War Phase is the core of strategic movement and combat. Armies are mobilized, fleets clash, cities are besieged, and territory changes hands. This is where a bulk of the RP will take place. Note that while the name is Open War Phase, it does not mean war has to happen. It just means the initial scheming phase has passed and now, members enter Open RP where their direct actions can tip the scales towards war or peace now.

Player Actions:
  • Move troops and fleets (based on regional maps and travel speed)
  • Engage in land and naval battles with both members and the Environment
  • Attempt sieges or castle captures
  • Appoint Knights for Combat
  • Become House Head
  • Inititate alliances
  • Employ spies and mercenaries
  • Deploy special tactics or magical aid if applicable
GM actions/Combat Resolution:
  • GM runs battle waves using unit stats, rolls, and player decisions
  • Morale, terrain, supply lines, and previous phases (e.g., sabotage) may shift outcomes
  • Critical engagements (e.g., Capital sieges) may be narrated in epic detail or run as skirmish PvP scenes
Phase 4: Diplomacy Phase - Peace, Treaties & Treachery

The Diplomatic Phase is a moment of temporary pause and negotiation. While hostilities may continue, this phase encourages narrative-driven political settlement, roleplay, and consequences. This phase can be blurred and merged with Phase 3 depending on the GM's plans, allowing treaties and alliances to play out alongside the many wars/events that occur.

Player Actions:
  • Offer or accept peace treaties
  • Engage in marriage arrangements or hostage trades
  • Form new alliances or betray old ones
  • Request GM-mediated council sessions or summits
  • Renegotiate BNM loyalties or secure regional votes
GM Role:
  • Oversee major diplomatic accords
  • Resolve Influence shifts from roleplayed agreements
  • Decide NPC reactions to events (e.g., “House Frey betrays House Tully after secret deal with Lannisters”)
Phase 5: Resolution Phase - World Advancement

This phase finalizes the campaign turn and reflects its outcomes. The world evolves, characters grow, and the ripple effects of choices are felt. This phase can also function as a backdoor pilot and Phase 1 for the next Campaign, if designed to run directly afterwards. This set up allows for multiple small campaigns to exist as a sustained story is told, linking several campaigns in one long running story. However, if one wishes to run a single campaign, then this phase is used to wrap the story up, existing to recap the story and issue possible rewards.

What Happens Here:
  • Influence gains/losses are applied
  • EXP is awarded for combat, schemes, roleplay, and achievements
  • NPC allegiances may shift based on outcomes
  • Religious shifts, uprisings, or magical events may be triggered
  • New quests or conflicts seeded for the next turn
  • Players level up, select feats, or receive rewards
GM Duties:
  • Provide a Narrative Recap of the phase’s outcomes
  • Award prestige titles or penalties
  • Set the emotional and strategic tone for the next phase
 

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Section 3: Character Creation & Attributes

Character creation in War of the Realm defines your journey through Westeros. Carefully consider your character's lineage, attributes, house, and ambitions, as these decisions significantly influence your gameplay experience. In most campaigns, player's regions may be chosen but their specific Houses are always randomized. This allows members to be randomly placed and enjoying a different experience most sessions. Below is a short step by step guide on how character sheets are completed.

Step-by-Step Character Creation Guide​

Step 1: House Assignment
Players are typically assigned to their region through randomized rolls for diversity, ensuring every campaign provides fresh challenges and opportunities.​

Step 2: Birthright & Status
Highborn: Start with Influence and Gold. Gold varies based on region and House.​
Bastard: Gains a bonus point in 1 Primary Attribute as well as 1 bonus point in 1 Secondary Attribute.​

Step 3: Attributes & Skills
Players detail their attribute layout based on the number of Attribute Points, or AP, they have been assigned for the campaign. This may vary based on rank, campaign requirements or setting. Most starting campaigns will assign members somewhere between 25 to 30 total points to start the game with. To start the game, GMs will place some hard caps on how high an Attribute can start and require 1 in every Attribute Point. This prevents starting player characters from being too powerful too early. In Addition to this, members will be given a predetermined amount of EXP.​

The attributes to choose from are below in the spoiler:

Primary Attributes
Strength (STR):
Determines melee damage output and prowess in personal combat.

Agility (AGL):
Influences initiative in combat, strategic map movement, and swift decision-making advantages.

Dexterity (DEX):
Governs ranged attack effectiveness, stealth-based actions, and assassination attempts.

Durability (DUR):
Affects health points, stamina for sustained battles, and resistance to poison or disease.

Intrigue (INT ):
Boosts espionage success, assassination plotting, and secret dealings.

Secondary Attributes

Allocate an additional 10 points among specialized skills that grant versatile gameplay benefits.
Crafting ( CRFT ):
Crafting and upgrading weapons, armor, and fortifications. Higher skill unlocks advanced armor or Valyrian steel reforging and better buildings.

Navigation ( NAVI ):
Determines naval fleet speed, scouting capabilities, maritime logistics, and naval combat bonuses.

Stewardship ( STW ):
Governs resource management, wealth generation, and efficient administration of lands.

Piety (PIE):
Determines access to religion-specific abilities, morale boosts, and divine favor.
Step 4: Fighting Styles & Specializations
Players may select from various combat styles and specialties reflecting their character's training and culture. These fighting styles reflect how one will battle in Duels and directly tells what weapons they will have mastery with, allowing them to utilize these weapons without issue. In addition to this, player's fighting style determines what Custom Techniques they will be able to submit, based on the style they learned. In rare instances, members can learn a secondary fighting style and gain a limited access to weapons and techniques for each.​

  • Westersoi Knightly Combat - A disciplined and honor-bound style taught in castles, battlefields, and tourneys, emphasizing defense, endurance, and strength. Practitioners gain mastery with straightswords, longswords, axes, hammers, and shields.
  • Braavosi Water Dancing - An elegant and evasive form focused on speed, precision, and reading an opponent’s intent before they strike. Practitioners gain mastery with curved swords, short swords, daggers, and bows.
  • Dornish Sand Fighting - Developed for desert warfare and skirmishing, this style favors mobility, quick kills, and controlling the flow of battle from range. Practitioners gain mastery with curved swords, short swords, spears, and bows.
  • Mountain Brawling - Born in the harsh terrain of the mountains, this brutal and overwhelming style relies on brute force, ambush tactics, and smashing through defenses. Practitioners gain mastery with axes, hammers, spears, longswords, and shields.
  • Free Folk Fighting - A feral, adaptive style shaped by survival and unpredictability, using whatever is at hand—bone, poison, or steel. Practitioners gain mastery with daggers, axes, spears, straightswords, and bows.
  • Dueling Pit Boxing - Forged in the blood-soaked fighting pits, this style thrives in close quarters, where aggression, agility, and showmanship decide who lives. Practitioners gain mastery with short swords, curved swords, daggers, straightswords, and shields.

Step 5: Finalize & Personalize
Choose your character’s name, backstory, personality traits, ambitions, and flaws. Establish immediate connections or rivalries with fellow players (collaborate closely with GM).​
 

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Section 4: Religion, Faith & Magic

In Westeros, religion deeply influences politics, warfare, alliances, and daily life. Your character’s choice of faith grants unique abilities, significant roleplaying opportunities, and strategic advantages. Players select one religion at character creation, unlocking distinct abilities and bonuses as they progress. Members choose between 5 different major religions. These religions grant differing amounts of passive and active skills to it’s practitioners, allowing them chances to access magical and arcane abilities. Their access to these religions is determined by their Piety and the amount of Piety Units they have access to.

1. Faith of the Seven
The dominant faith in Westeros, emphasizing societal structure and morality.
Abilities & Bonuses:
  • Invoke blessings from specific aspects of the Seven (Warrior, Smith, Mother, etc.), granting temporary stat bonuses.
  • Enhanced diplomatic Influence with NPCs who follow the Seven.
  • Access to powerful religious institutions
  • Faith Militant special units
2. Old Gods of the Forest
Worshipped primarily in the North, associated with nature, wisdom, and mysticism.
Abilities & Bonuses:
  • Warging: Limited control or scouting through animals, especially wolves, ravens, or direwolves.
  • Greensight: Receive cryptic visions or prophecies, providing strategic hints from the GM.
  • Bonus morale and combat advantages in wilderness or northern environments.
  • Children of the Forest special units
3. R’hllor (Lord of Light)
A fiery, mystical religion originating from Essos, known for magical powers and aggressive zealotry.
Abilities & Bonuses:
  • Fire manipulation and pyromancy in combat.
  • Resurrection rituals, granting limited revival capabilities for fallen key allies (high Piety required).
  • Fear-based Influence bonuses due to aggressive religious presence.
4. The Drowned God (Ironborn only)
Exclusive to Iron Islands Houses, celebrating naval dominance, strength, and maritime conquest.
Abilities & Bonuses:
  • Naval warfare enhancements; increased fleet speed, morale, and resilience.
  • “Blessings of the Drowned God” for enhanced boarding actions and marine combat effectiveness.
  • Ability to recruit elite Drowned Men warriors, fiercely loyal and battle-hardened.
  • Second Life on water, revived at half health but slightly higher damage if defeated in combat on sea
5. Rhoynar (Water Worship)
Primarily practiced by Houses in Dorne, with traditions originating from the Rhoyne river culture.
Abilities & Bonuses:
  • Water manipulation, allowing limited tactical advantages such as river flooding or disrupting enemy movements.
  • Enhanced agricultural yields due to mastery over water, improving stewardship and resource management.
  • Increased naval logistics capabilities.
  • River Galleys, moats, etc
 

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Section 5: Progression, Feats & Skills

Progression in War of the Realms is designed to reward strategic excellence, immersive roleplay, bold risks, and long-term character development. Whether you’re leading armies, weaving lies in court, or manipulating religious fervor, your actions contribute to your personal and house evolution. This section provides information for the various systems for leveling, unlocking feats, and growing in power, mechanically and narratively.

Experience Points (EXP) System:

Characters and their units grow through Experience Points (EXP), awarded by the GM for a range of impactful actions. Members gain EXP through Missions, Battles, Schemes and Phase Updates. These RP opportunities allow members to continue to grow in power and experience through RPing with other members. EXP is used as the RP's currency ( not including the in universe currency Gold which is used to facilitate trades and purchases in character) and is one of the most important resources one can gain as EXP is used to advance their character's AP, abilities, Feats, Bannermen/Fleet, and Custom Tehniques being used in exchange for crafting better weapons and buildings as well.

Custom Weapons, Armors, and Fighting Techniques are all created via EXP. These customs are to be submitted in the Coppersmith's Wynd subforum in the appropriate thread. The templates for those submissions can be found in those aforementioned threads.

Feat System

Feats are special abilities, traits, or narrative tools that enhance your character’s capabilities. They come in several categories: Combat Feats, Intrigue Feats, Diplomatic & Social Feats, Religious Feats and Naval Feats. These feats relate to key areas, dividing their skills and perks between 6 categories. Combat Feats directly relate to combat and Bannermen. Intrigue Feats relate to schemes and counterscheming. Diplomatic Feats relate to diplomatic and political ties with others. Naval Feats are Feats that relate to Fleets and naval combat. In addition to this, there are special unique Feats that can only be obtained via RP and are awarded on a prize based basis, requiring special actions in universe to gain it.
 

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Section 6: Roleplaying, Intrigue & Schemes

While armies win battles, it is the pen, whisper, and secret dagger that truly shape Westeros. The War of the Realms offers a deeply layered Intrigue and Roleplaying System designed to allow players to manipulate the world around them through subterfuge, political maneuvering, secret pacts, and subtle betrayal. This section covers everything from spy networks and assassinations to character-driven plots and schemes, officially known as Schemes, giving players tools to influence the board without ever drawing a sword.

Core Mechanics of Intrigue

Intrigue Schemes operates on one's Intrigue, and Influence, governed by D20 rolls with modifiers. Access to Schemes are dependent on the user's Influence Attribute, gaining more Schemes as the attribute increases. Most of these are executed during the Second Phase of the RP and their success odds are decided via the roll. Depending on the outcome of the roll ( or if the target has any Counter Schemes ), the GM narrates the outcome. Actions may be Open (Diplomatic) or Covert (Hidden/Anonymous).

Success/Failure Examples:

Critical Success (Nat 20): Perfect execution, plus an additional benefit.
Success: Outcome achieved with no issue.
Failure: No result, loss of resources or Influence.
Critical Failure (Nat 1): Plan exposed, damage to reputation or retaliation likely.

Example List of Intrigue & Roleplaying Actions

Political Manipulation
Form Secret Alliances: Forge pacts with rivals behind your allies’ backs.
Sow Discord: Plant rumors or misinformation between allied Houses to fracture their bond

Espionage Operations
Establish Spy Networks: Install agents in regions or enemy courts to report troop movements, alliances, and secret deals.
Spy Recruitment: Convert enemy guards, courtiers, or bannermen to your service.

Assassination & Subtle Violence
Contract Assassinations: Hire faceless killers or your own agents to eliminate rivals.
Poison Targets: Use Dornish or Free City toxins to kill discreetly or weaken before duels.

Public Influence & Social Engineering
Incite Rebellions: Stir unrest among the smallfolk or rival vassals.
Manipulate Faith: Use religious figures to sway hearts, spark witch hunts, or bless your rule.

Court & Council Influence
Influence Small Council Votes: Manipulate advisors or members to vote your way.
Sabotage Rulings: Bribe scribes, delay decrees, or tamper with legal proceedings.

Marriage & Relationship Politics
Arrange Strategic Marriages: Secure alliances, peace deals, or land claims.
Sabotage Betrothals: Seduce heirs, expose affairs, or reveal illegitimacy.

Manipulate NPCs
Charm or Threaten Lords: Use Finesse or Intrigue to force NPCs into deals.
Blackmail: Gather leverage to silence or force actions.

Risk, Exposure & Counter-Intrigue
Intrigue always carries Risk. Failure or discovery can have dramatic consequences:
Exposed Plot: Target is alerted; public reaction harms Influence.



Narrative Schemes & Roleplay Goals

Players are encouraged to craft long-term personal and political goals, curated with help from the GM. These goals can be things such as:

Take Down a House from Within
Secretly Puppet a Regional Ruler
Revenge for a Slain Relative
Forge a False Prophecy and Use It to Claim the Throne
Convert a Region to Your Faith

Roleplay is rewarded by the GM with Influence, Faith Points, Experience, or Intrigue Tokens. Engaging in deep interpersonal scenes, negotiations, betrayals, and political theater earns bonuses. Clever manipulation of alliances or scenes that dramatically change the course of events earn milestone EXP.
 

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Section 7: Influence & it's Usages
Influence represents your political and social power within Westeros. It determines your ability to form alliances, dictate terms, command loyalty from your bannermen, and stake credible claims to the Iron Throne. The game tracks Influence across three distinct yet interconnected levels: House, Region, and Realm. House influence is dictated by interactions and changes within your own House, requiring interaction with one another as well as victories in their House's name. Regional Influence spreads across a specific region, varying between the 8 different Regions, as actions taken in each realm changes how one is viewed in said region. While one may be loved in one region, one may be hated in another region. Realm Influence is the result all the different regions added together + different realm influence gains. Each of these are described in greater detail below.

Influence Types and Changes
1. House Influence (Internal Authority)
This measures your power within your own house. High House Influence secures internal loyalty, strengthens succession claims, and allows direct command over your bannermen.

Increase by:
Winning house-specific missions or duels.
Successfully managing house territories and wealth.
Forming advantageous marriage alliances within your region.

Decrease by:
Losing internal disputes or duels.
Poorly managing resources and troops
Supporting disgraced family members or unpopular decisions.

2. Regional Influence (Kingdom Reputation)
Reflects your standing among neighboring Houses and Lords within your region (e.g., the North, Westerlands, Dorne). Strong regional influence grants political leverage, access to regional alliances, and the ability to mobilize regional armies efficiently.

Increase by:
Defending regional territories from external threats.
Winning regional tourneys or battles.
Diplomatically resolving disputes among regional houses.

Decrease by:
Losing regional holdings or key battles
Failing diplomatic missions within your region.
Breaking alliances or agreements.

3. Realm Influence (Westerosi Authority)
This ultimate tier of Influence determines your political weight across all Seven Kingdoms. High Realm Influence enables claims to the Iron Throne and significantly impacts alliances, major wars, and political maneuvers on a realm-wide scale.

Increase by:
Major victories in realm-wide conflicts.
Strategic marriages into powerful houses.
Supporting the successful side in major wars or rebellions.
Holding prestigious positions such as Hand of the King, Small Council member, or Kingsguard.

Decrease by:
Major military or diplomatic defeats.
Failing to honor major agreements or treaties.
Being declared a traitor or exiled by powerful entities like the Crown or the Faith.

Influence Methods

Diplomacy is a cornerstone of gameplay in War of the Realms. Effective diplomatic skills can avert wars, secure essential alliances, and provide substantial strategic advantages. Diplomacy is not always conducted openly. Intrigue allows players to achieve objectives secretly, manipulating events without overt actions. Types of actions that members can undergo are as seen below:

Form Alliances: Solidify agreements through treaties, marriages, or mutual interest pacts.
Negotiate Terms: Resolve disputes, negotiate ransom or hostage exchanges, or secure favorable trade deals.
Declare War or Peace: Initiate conflict or end hostilities with diplomatic announcements that significantly affect Influence.
Arrange Marriages: Secure political bonds that yield bonuses to House and Regional Influence.
Espionage & Intrigue: Utilize diplomacy and intrigue together to covertly sabotage rivals, secure secrets, or manipulate neutral NPCs.
Assassinations & Sabotage: Secretly weaken or eliminate rivals through espionage, directly impacting their Influence or military strength.
Spy Networks: Maintain spies across Westeros to gain intelligence on troop movements, enemy resources, and secret alliances.
Counter-Scheming: Use Intrigue skill defensively, detecting and foiling enemy plots before they can succeed.

Influence Checks & Dice Rolls

Influence outcomes are typically resolved with dice rolls. Roll a D20, adding Influence modifiers and any relevant Intrigue modifiers. Successes range from a range of 15 to 20 with modifiers being added to change this. A Natural 20 creates a critical success, augmenting the success with additional effects while a natural 1 is a critical fail, augmenting the failure with additional detrimental effects.

Tracking Influence

All Influence types must be diligently tracked on the player’s character sheet. The GM will frequently update Influence after each significant event or phase, clearly communicating changes resulting from player actions or narrative developments
 

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Section 8: Combat Mechanics (Armies, Bannermen & Loyalty)

Power is won not only in the halls of nobility but also on the fields of war. Combat is a critical pillar of gameplay, rooted in strategic command of Bannermen, management of Loyalty, and mastery of tactical battlefield maneuvers. Whether through disciplined armies, regional levies, or elite special forces, your ability to wage and win wars will define your legacy.

Each player commands a military force composed of Bannermen (BNM)—platoons of soldiers loyal to their House or cause. Bannermen are recruited via narrative events, diplomatic arrangements, in-character negotiations, or Influence expenditures. Every player begins with 1 Platoon of 10 soldiers by default. Additional BNM are recruited by gaining the allegiance of minor Houses within your region. Regional Houses must be maintained diplomatically; neglect or mistreatment may lead to loss of support.

Types of Bannermen Units:
Swordsmen (Infantry): Balanced STR and DEF.
Archers: High ranged damage (DEX), vulnerable in close combat.
Cavalry: Fast and hard-hitting, excellent for charges (SPD-focused).
Shieldbearers: Strong and defensive, capable of defending high damage.
Special Forces: Elite units unique to specific regions or cultures (e.g., Wildlings, Drowned Men, Sand Snakes).

BNM Attributes

Each Platoon has four key attributes that influence battle performance:
Strength (STR): Determines how much damage the platoon inflicts in combat. Every 1 point = 5 damage.
Defense (DEF): Reduces incoming damage and increases survivability. Every 1 point = 5 health.
Speed (SPD): Affects battlefield initiative, map movement speed, and maneuver priority. Every 1 speed = 1 SPM/Landmark
Stamina (STA): Governs the ability to perform Special Maneuvers in battle. Every 1 Stamina = x battles before rest/Special Manuevers.

Leveling & Experience (EXP)

BNM units have a number and name, based on the type of unit they are. For example, 3 different Archer units may be named Archers 1, Archers 2, Archers 3. When stationing them, these names are stated to ensure proper units with varying stats are correctly moved. This also allows units to properly level up. BNM level up by gaining Experience Points (EXP) through: winning skirmishes or full battles, surviving difficult engagements, training events or narrative-driven drills. Each level (1–3) allows attribute improvement. Players can distribute points into STR, DEF, SPD, or STA to develop platoons strategically. At certain level benchmarks, these units gain unique abilities such as a unique manuever, bonus attributes and more. This is only possible if units live and grow, leveling up as they fight.

Combat Structure & Resolution

Combat is resolved in Waves, with each wave consisting of 1v1 Platoon matchups (based on level and proximity). If one side has extra platoons, unmatched units may: Overwhelm already-engaged enemies, target support units or commanders, conduct flanking or siege actions (with GM discretion). When Units are stationed on landmark locations during war, these units are pitted against one another should one side attack. The attacking side has the opportunity to decide which unit their first units attack as an Ambush Trait if owned, but other Units are then pitted based on level, meaning two units closest to one another in terms of rank will duel.


Combat Phase Breakdown:

1. Engagement Matching: Closest-ranked platoons square off.
2. Maneuver Declaration: Each side may declare 1 maneuver per platoon (STA permitting).
3. Initiative Roll (D20 + SPD): Determines which side strikes first.
4. Attack Resolution:
=> Attacker’s STR vs Defender’s DEF=> Subtract DEF from STR to calculate damage.
5. Health Deduction & Aftermath:
=> GMs determine casualties, retreats, or routing based on total damage. => Surviving platoons advance to next wave or disengage if applicable.

Example:
Platoon A (STR 20) attacks Platoon B (DEF 15) → 100 Damage - 75 Damage = 25 Damage dealt.
Platoon B (STR 18) counters, Platoon A has DEF 12 → 90 Damage - 60 Damage = 30 Damage dealt.

Loyalty System

Loyalty governs how willing your Bannermen are to follow you into danger. Loyalty is influenced by:

Wins & Glory: Victories raise Loyalty across your ranks.
Losses & Casualties: Multiple defeats without progress drop Loyalty.
Tactical Brilliance: Low losses and decisive tactics earn respect.
Neglect or Betrayal: Ignoring BNM, sacrificing them for personal gain, or poor treatment lowers morale.

Defection Mechanics:

If Loyalty falls too low, a Loyalty Check is triggered:

Roll D100.
Compare to GM-assigned Loyalty Rating (e.g., 60%).
Failure: BNM may refuse orders or defect.
GM rolls to determine percentage of troops lost (5%–35%).
Post-Battle Consequences

After each major conflict:

Victors gain Influence, Territory, EXP, and Regional Power.
Defeated parties may retreat, suffer loyalty losses, lose units, or cede territory.
The GM narratively summarizes aftermath and impact on the world.
 

-Akuma-

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Section 9: Naval & Seafaring Mechanics

The seas of Westeros are as treacherous as its politics. In War of the Realm, naval dominance is a powerful strategic tool—one that can deliver armies across continents, enforce trade blockades, or strike enemies from afar. Seafaring mechanics offer a distinct yet interconnected system to land warfare, with unique units, stats, and tactics. Ships are used to travel through rivers and seas, navigating the land and transporting troops to new locations.


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Fleets, Ships & Squadrons

Players command Fleets, composed of Squadrons (10 ships per squadron). Each House begins with 1 Squadron, with more acquired through story events, investments, or regional shipyards.


There are 4 types of Squadron Units, each briefly described below:
War Galley: Balanced STR and DEF.
Bowship: Ideal for long ranged combat. Capable of firing from a great distance.
Raid Ships: Fast and hard-hitting, excellent for speedy travel and movement (SPD-focused).
Special Forces: Elite units unique to specific regions or cultures.



Fleet Attributes

Each squadron has four main stats, improved by EXP. :
Speed (SPD): Affects initiative, maneuvering, and pursuit.
Defense (DEF): Reduces damage from enemy attacks.
Firepower (FPW): Determines ranged and ramming attack strength.
Stamina (STA): Governs the ability to perform Special Maneuvers in battle. Every 1 Stamina = x battles before rest/Special Manuevers.


EXP Allocation Example:
+1 SPD: Lighter sails or trained oarsmen
+1 FPW: Ballista upgrad
+1 DEF: Reinforced hull

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Naval Combat Phases

Naval battles are resolved at the Squadron Level using structured rounds:

Combat Flow:

1. Fleet Matching: Level-based squadrons are matched 1v1. Uneven numbers result in flanking or double engagements.
2. Initiative Phase: Each squadron rolls a D20 + SPD. Winner attacks first, gaining opening damage bonus.
3. Attack Phase:
Firepower (FPW) of attacker minus Defense (DEF) of defender = damage dealt. Repeat for all squadrons.
4. Resolution Phase:
GMs narrate damage, retreats, ship losses, or ship captures (if boarding maneuvers used).

Combat Maneuvers (consume Stamina):
Broadside Barrage: Increased FPW for one round.
Smoke Cover: Reduce enemy FPW by 5 for one round.
Board & Burn: Attempt to board and set fire to enemy ship (Ironborn exclusive).
Full Sail Retreat: SPD +5 when disengaging from battle.

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Aftermath of Naval Battles

Victors seize control of ports, sea routes, and can claim spoils. Defeated fleets suffer ship losses, troop drownings, or forced retreats. The GM narrates long-term effects (e.g., isolation of a region, disruption of a campaign).
 

Apriori

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Section 10: Victory Conditions & Campaign Resolution

The end of a campaign in War of the Realm is not simply a conclusion—it is the culmination of schemes, battles, betrayals, and choices that echo across the entire realm. Whether it ends in conquest, diplomacy, divine prophecy, or cataclysm, every campaign should resolve with gravitas and lasting consequences. War isnt solely won through military conquest

Types of Victory

There are several defined paths to victory, each aligning with different player styles: martial, political, religious, or strategic.

1. Iron Throne Victory (Realm Domination)
The most traditional and widely recognized form of victory. This victory is only possible if conquest for the entire Westeros is in play. To achieve this win condition, you must defeat enough rivals on the battlefield, crushing opposition until they either forfeit or are all gone.

2. Cultural or Religious Victory
For players who manipulate ideology or faith. In order to gain a Religious Victory, you and your House's Faith must become the dominant faith in 5 out of 7 regions with other Houses also adopting your Faith. This is harder than other win conditions as some regions are notoriously faithful to the Old Gods, Drowned Gods or the Seven. These victories are not possible when multiple Houses exist in conflict with one another but also practice this Faith.

3. Shadow Victory (Subterfuge Mastery)
For the Faceless Men, Shadowbinders, spies, and manipulators. This is an offshoot of the first win condition but executed in a stealthily way. Through espionage, spies and assassinations, one can achieve this win condition by getting rid of their enemies and having it be blamed on others or never being discovered. This is trickier as it requires some element of RNG ( this can be mitigated via Feats ) but offers higher reward due to the difficulty related to this.

4. Regional Supremacy Victory (Power Bloc Control)
For players who unite their home region and exert dominance without claiming the throne. Should it be a campaign aimed at a single region, then this win condition is recognized by controlling a majority of landmarks in the region, defeating other Houses in the region and having the largest forces and, should one have many Houses on the same side, decide who lays claim to which parts of the land.


Endgame Events & Narrative Closure

Once a Victory Path is met, the GM begins Endgame Resolution. What this involves are:

World reactions to the victory path unfold.
Major NPCs respond: secession, rebellion, surrender, or support. This can be used to backdoor pilot a new Phase 1/Campaign.
Remaining players may roleplay final stands, deals, or retirements.
Narration of epilogues: What happens to each House, region, and character.
If the campaign is designed to continue beyond one region, then details to start the next Campaign and Phase are also included.

A unique feature of War of the Realm is the Legacy System, allowing past campaigns to shape the future world.

Legacy Characters can have Special Feats or lands carried into next campaign, NPCs that rise or fall based on your actions, Custom starting bonuses or debuffs depending on house status. Children of previous characters gaining unique traits or Influence level based on their status of their previous characters. All of these, of course, must be logical. For example, if a character gains a unique weapon but dies, this weapon can be seen as a Family Heirloom and passed on to the characters child.
 
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