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.
MOCK WALKTHROUGH – WAR OF THE REALM
Character: Ser Dorian Hill
House: House Reyne (Westerlands)
Starting Type: Bastard
Campaign Start Phase: Phase 1 – Opening Moves
I. CHARACTER CREATION
1. Region & House Assignment
[*]Player joins the game. Region roll lands on Westerlands. The Westerlands have a passive perk of +100 Gold per Phase.
[*]House roll lands on House Reyne. House Reyne perk is +1 DEX to BNM Units.
2. High-Born vs. Bastard Choice
Player chooses to begin as a Bastard.
[*]Bastards gain +1 to STR as well as +1 to a Secondary Attribute of choice ( Highborns get no passive AP ).
[*]User starts with -100 Influence compared to Highborns.
3. Starting Resources (Gold, EXP, Influence). The user's starting Gold, EXP and Influence are determined based on the campaign rules. This may vary.
[*]House Standing = Starting Rank: 1 (Bastard Youth)
[*]Campaign grants 150 base starting Influence + roll (rolled: 160)
[*]Total Starting Influence: 310 ( -100 for Bastard ) = 210
[*]Starting Gold: 25 + 100 for Regional Perk = 125
[*]Starting EXP: 0
4. Attribute Selection. All Players start with 16 Attribute Points, gaining 4 additional points as they rank up. Each Attribute must have at least 1 in them. Bastards start with an additional 2 AP ( 1 in Primary, 1 in Secondary ).
Primary Attributes:
[*]Strength: 3 (+1 BSD bonus = 4 )
[*]Agility: 2
[*]Dexterity: 1
[*]Durability: 3
[*]Intrigue: 2
Secondary Attributes:
[*]Crafting: 1
[*]Piety: 1
[*]Navigation: 2
[*]Stewardship: 1 (+1 BSD bonus = 2 )
5. Religion Chosen
Dorian chooses to follow R’hllor. Because the user has low Piety, they have limited access to magical abilities tied to the Rh'llor religion.
Cannot yet use miracles (Piety too low), but has RP ties to red priests
6. Fighting Style Chosen
Dorian chooses to learn Dornish Sand Fighting, mastering Short Swords, Curved Swords, and Bows in battle, allowing him to create custom abilities and skills based on these weapons.
Summary:
SPOILER: Click to show
II. PHASE 1 – OPENING MOVES
1. Lord’s Council
The GM posts the Opening Narrative Scene, detailing a plot and Campaign centered initially around the Westerlands: Tensions rise in the Westerlands as House Lannister grows quiet and House Reyne grows bold. Houses of the Westerlands are thrown into the conflict as House Reyne decides to ally with the Iron Islands and overthrow House Lannister. This is the starting plot, the beginning storyline from which all action hinges on.
[*]Player receives House Reyne’s starting motive: "Seek revenge against Lannister oppression, reclaim our legacy."
[*]Player Goal Submission: Dorian DMs the GM: “My character wishes to secretly undermine the Lannisters from within and gain enough Influence to become legitimized.”
(Because Dorian is a Bastard and only Rank 1, this goal cannot influence House direction yet. But it’s logged as personal motivation. The more House Influence he gains, the stronger his House based actions can become. )
III. PHASE 2 – INTRIGUE AND SCHEMES
1. Actions Declared
Heads of House Lannister hold council, deciding what should be done regarding the attempted betrayal. Deciding to rally allies, members are asked to seek out allies within the Westerlands. During this phase, Schemes are attempted based on one's Intrigue and access to available Schemes. Dorian attempts to blackmail a bannerman of House Lannister with forged letters claiming betrayal.
Roll Mechanics:
[*]Intrigue Roll: INT 2 → Rolls a d20 and adds +2 to end result
[*]Opposed by target NPC (INT 3) → Rolls a d20 and adds +3 to end result
[*]Compare Results: Dorian rolls 13+2 = 15 | NPC rolls 10+3 = 13. 15 > 13 so this is a SUCCESS
Results:
[*]Dorian gains +30 Influence for successful scheme
[*]House Lannister suffers minor Loyalty loss (notified via GM Log)
[*]RP scene posted describing a “whispered scandal in Casterly Rock”
IV. PHASE 3 – OPEN WAR
1. Conflict Begins
As the various schemes are set into motion, House Lannister manages to sway people of the Reach to join their cause, forming an ally with House Martell prior to war. House Reyne's Scheme to Infiltrate Casterly Rock fails, exposing their plan and causing a loss of Influence on their side but not before they secure an alliance with House Frey. As war is waged, Dorian is given a mission to defend landmarks gained.
[*]House Reyne joins a coalition with House Frey against House Lannister.
[*]Dorian is tasked with leading a BNM unit of Archers to defend a newly claimed Town.
2. Combat Occurs
As Dorian moves, he combats several Archers and battle commences. Through a lengthy but automated battle with their BNM, the two sides suffer losses. Through this battle, Dorian's official allegiance is revealed.
[*]Lannister Infantry clash with Reyne Archers
[*]Dorian’s BNM: STR 3, DEF 2, SPD 2, DEX 3
[*]Combat system resolves: Archers hold off enemy due to range advantage
3. Outcome
After some time, Dorian's Reyne backed Archers win, albeit with some small losses.
[*]Dorian’s Archers survive
[*]House Reyne retains control of Town
[*]Dorian earns +1 Rank (now Rank 2 – Squire) and +50 EXP
[*]He logs his first BNM Victory in his Inventory Thread
V. PHASE 4 – PEACE TALKS
1. Negotiations Begin
[*]GM posts that the Lannisters submit peace demands
[*]Coalition demands Reyne gains 1 Port and full Town control
[*]GM approves the claim. House Reyne now qualifies for House Perk activation (+1 Gold/Phase)
2. Dorian’s Role
[*]Though not yet Lord or Knight, his success earns him a private audience with the House Heir
[*]House Leader offers Dorian a Chance at Legitimization if he proves himself again
VI. PHASE 5 – WRAP-UP / REFLECTION
1. GM Recap
Dorian Hill rose from Bastard Youth to Squire, gaining:
[*]+200 Influence Milestones
[*]1 Landmark defended
[*]1 successful Scheme
[*]First major battle win
[*]Relationship with House Heir
1. Campaign ends. New arc begins.
[*]Dorian remains alive → eligible to continue
[*]If he had died: child or cousin would have been created as new PC
VII. PHASE 6 → NEW ARC BEGINS
1. The Beginning is the End
[*]GM declares the next Phase 1 begins with the appearance of a Red Comet
[*]Dorian’s success earns him a place on House Council in the new campaign
[*]His blackmail scheme leads to a future plotline involving