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Apriori

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War of the Realms
  • Section 1 - Introduction and Settings
  • Section 2 - Campaign Structure
  • Section 3 - Character Creation Part 1: Attributes and Fighting Styles
  • Section 4 - Character Creation Part 2: Faith and Magic
  • Section 5 - Character Creation Part 3: Progression and Feats
  • Section 6 - Intrigue and Schemes
  • Section 7 - Influence and Usages
  • Section 8 - Bannermen and Loyalty
  • Section 9 - The World of Westeros
  • Section 10: Victory Conditions
 
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Introduction, Setting & Objective

Welcome to War of the Realm: A Game of Ice and Fire, a new strategy and adventure RPG set in the world of Westeros. In this game, RPers exist as members of the various Houses across the Seven Kingdoms, striving to become Lords of their Houses as they play the game of thrones. Players will make alliances, cast schemes and battle against rival Houses as they grow their armies and strongholds, growing into Kingdoms. These actions will shape the fate of the Seven Kingdoms and determine who rises to power and who falls into obscurity.


Setting and Objective: This game is set in a different timeline than the original series, allowing for a different narrative to take place with new Great Lords and Targaryen Kings. This also allows for exinct Houses to exist alongside other Houses to create an unique experience for RPers. 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 ofthe campaign is straightforward yet infinitely complex: become the dominant political or military power in Westeros and claim the region and realms as your own as you or your allies claim the Iron Throne. Players must strategically use their Influence to form alliances, wage wars, and employ cunning diplomacy to expand their power and reach. 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 the lands of Westeros, each requiring unique tactics and approaches, from careful political plotting to decisive military campaigns to powerful acts of faith. 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. When you play the Game of Thrones, you play for keeps.

Game Overview & Core Gameplay

In War of the Realm, players will:
  • Assume control of a member of various Houses from different Regions with unique strengths and perks.
  • Navigate political landscapes to secure alliances or sow discord among rivals.
  • Engage in detailed land and sea battles using their player characters as well as Bannermen under their control.
  • Strategically manage resources and structures such as Gold, Influence, and their Keeps.
  • Participate in narrative-driven campaigns composed of distinct phases that drive the political drama forward.
  • Craft structures and buildings to grow their Houses into strongholds and empires.
  • Call upon their Faith of Choice to enact powerful acts of magic

The Game Master, or GM, orchestrates the narrative, determining outcomes, and facilitates gameplay as they manage NPC factions, narrate events, provide rulings on disputes, and guide the storyline to ensure fairness, continuity, and immersive storytelling.

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. When you play the game of thrones, you win or you die. There is no middle option.
 
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Section 2: Campaign Structure & Phases

Each campaign is divided into two core phases. The first, the Pre-Campaign, establishes the characters, Houses, political landscape, and initial conditions of the campaign. The second is the continuous Campaign Phase, where intrigue, diplomacy, movement, warfare, roleplay, and world events occur organically as part of the evolving world around them. This is where the actual game is played and the narrative unfolds.

Each phase is both mechanical and narrative, with players and the GM shaping the world through their actions, choices, and roleplay. Players may begin as minor nobles or bastards of their Houses, determined through a series of randomized rolls and player choices.

PHASE 1: PRE-CAMPAIGN PHASE

The Pre-Campaign Phase establishes everything necessary for the campaign to begin. This is where player's characters are decided and created, including Region, House and Starting Status Rolls, Faith and Feat selection, and everything else regarding their Character's starting point. Note that all members start without children, spouses or heirs in-universe: these things must be gained through the story as they carry RP value and purpose. Ideally, this phase takes 1–2 weeks before the campaign officially begins. Once this phase is completed, the campaign officially enters the Campaign Phase.

Note: When new members join an already-running campaign, they must undergo the necessary portions of the Pre-Campaign Phase before entering the active world. This ensures that every character enters with an established character and narrative background.

The GM assists in helping players establish their characters by conducting their starting Rolls and Status Rolls. The GM also begins to generate a series of World Triggers, hidden events that can be triggered by either campaign length or player actions, as well as establish the political climate of the world. Once all of these actions are done, the GM may decide when the Campaign Phase can actually begin.

PHASE 2: CAMPAIGN PHASE

The Campaign Phase is the entirety of the active game. Players are now free to scheme, negotiate, travel, recruit, build, attack, defend, investigate, roleplay, or pursue personal objectives as circumstances allow. A House may begin an assassination plot while another House is marching an army. A third House may attempt to negotiate peace while those armies are moving while a forth House is sowing discord within another region. Meanwhile, a religious uprising, NPC rebellion, or other world event may occur and force the Houses to reconsider their plans.

The Campaign Phase represents the ongoing political and military reality of Westeros, with the GM maintaining the progression of events and resolving conflicts as they arise. All in-universe player actions occur during this phase of the game freely if possible. Schemes can be launched, Duels can be fought, Bannermen can be deployed and treaties can be created all within the same time across Westeros. This wide array of actions allows for the world to function similarly to an open-world sandbox, granting member freedom to craft their story how they want but with caution: Westeros is a living world and players actions can and often will influence the world around them and cause it to react to them, for better or worse.

Example Player Actions
  • Cast Schemes - Members are able to launch various secret plans and schemes, based on their Feats, Intrigue and Influence levels, to spy networks and even attemp murder.
  • Claim Territory - Players are able to go out and claim new territory for their House and, should they be within an official alliance, for others. Each additional landmark and holding claimed helps generate more Gold for one's Keep per update.
  • Build Structures - Players are able to craft elaborate and large Castles, starting with a Keep that evolves with them as Players add more on to it. Walls, Watchtowers, Barracks and more help grow one’s kingdom and makes sure its not easily overran.
  • Hold Duels - Players can challenge other players to Official Duels, or battles against one another directly. These Duels use their weapons, armors and techniques as they battle one another for victory. These fights can have different stakes and even restrictions depending on how it happened such as no Faith skills, no killing, Winner gets territory, etc.
  • Recruit Bannermen - Players can recruit and buy armies and fleets to fight in their name. BNM battles are where a core of warfare will likely take place, including strategic movement and combat. Armies are mobilized, fleets begin to clash, and only one is last standing.
  • Navigate Rough Lands - Navigate the diverse landmarks of Westeros, encountering or avoiding the wild beast and creatures living in the world. With odds of running intk the rare kraken to the more common Direwolf of the North, there exists a wide variety of encounters present in the world, even the supernatural.
 
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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, Feats, and Faiths, as these decisions significantly influence your gameplay experience. Player's starting regions and 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: Region and House Assignment
Players are typically assigned to their region through randomized rolls for diversity, ensuring every campaign provides fresh challenges and opportunities. The full list of Regions and Houses can be found here.​

Step 2: Birthright & Status
After their House selection, members are given the chance to choose between being born a Highborn, carrying the family name and Influence, or being born a Bastard, having a toughened start with less Influence but higher AP.​
  • Highborn: Start with 150 Influence and 300 Gold. Additional Gold or Influence varies based on Region and House.
  • Bastard: Gains 1 Bonus Primary Attribute Point as well as 1 Bonus Secondary Attribute Point. Starts with 25 Influence and 50 Gold. Additional Gold or Influence varies based on Region and House.
Step 3: Attributes & Skills
Players detail their attribute layout based on the number of Attribute Points, or AP, they have available. Members start with 10 Points at a Level 1 Highborn ( 12 AP for Bastards ) and gain 3 additional points per rank. To start the game, GMs will place some soft caps on how high an Attribute can start and require 1 in every Primary Attribute. This prevents starting player characters from min-maxing too strongly at the start of the campaign. In addition to this, members will be given 200 EXP to start the campaign.​

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
  • Crafting ( CRFT ): Crafting and upgrading weapons, armor, and fortifications. Higher skill unlocks advanced armor or Valyrian steel reforging and better buildings.
  • Navigation ( NAVI ): Determines speed when traveling, identification of threats and aides in avoiding obstacles.
  • Stewardship ( STW ): Governs 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.
 
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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.
  • Faith Militant special units
2. Old Gods of the Forest
Worshipped primarily in the North and Riverlands, 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
  • Prophecy and visions of the future
  • Wards and protection against darkness and the cold
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, resilience and raiding strength.
  • “Blessings of the Drowned God” for enhanced boarding actions and marine combat effectiveness.
  • Second Life on water, revived at half health but slightly higher damage if defeated in combat on sea
  • Ability to recruit elite Drowned Men warriors, fiercely loyal and battle-hardened.
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 naval movement and travel
  • Protection and guidance at sea
  • Heal self and allies via calm waters
 
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Section 5: Progression, Feats, & Gold

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) and Gold Systems:

Characters and their units grow through Experience Points (EXP), awarded by the GM for a range of impactful actions, as well as through Gold purchases funding growth of their House and lands. Members gain EXP and Gold through Missions, Battles, Schemes and Phase Updates. These two currencies are utilize in different ways, though these differents are not comples: EXP is used to grow one's character and their animal companions, applying solely to things within the Character Sheet outside of direct RPing while Gold is used for in-game interactions and upgrades, applying solely to tangible things that can be obtained in-universe while RPing. Upgrading your Rank, Submitting techniques for weapons or faiths, obtaining additional Feats and enhancing Companions/Beasts are all direct usages of EXP. Obtaining Structures, upgrading Bannermen, Purchasing Valyrian Steel weaponry, Casting specific Schemes, etc are all direct usages of Gold. Very specific and unique items require a combination of both Gold and EXP though these are noted where required.

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 can truly shape Westeros. This RP utilized a deep Intrigue System designed to allow players to manipulate the world around them through subterfuge, political scheming, secret pacts, and subtle betrayal. These steathily character-driven plots and schemes, officially known as Schemes, gives players tools to influence the board without ever drawing a sword.

Core Mechanics of Intrigue

Intrigue Schemes operates on one's Intrigue Attribute ( and to an extent, Influence and Gold ) governed by D20 rolls with modifiers. Access to Schemes are dependent on the user's Influence Attribute, gaining more Schemes as the attribute increases as well as increasing their success as well as increasing opposing Schemes' failure odds. Rolls are then conducted with both side's modifiers applied in, landing on 1 of 4 possible Outcomes. These outcomes range from Critical Success ( a nat20 )which allows said Scheme to play out perfectly with complete anonymity if desired ( and sometimes, additional beneficial outcomes ) to Critical Failure ( a nat1 ) which causes the Scheme to complete fail with the user being exposed and possibly facing more drawbacks. When Schemes succeed, the actions are detailed in a RP Update by the GM with further details being directed to those effected. Rewards for Schemes are not detailed publicly unless logical or requested.

This push and pull system of Schemes and Counterschemes allow for a chess game of Intrigue plays to be conducted with the right Feats and Houses benefits to ensure almost all Schemes succeed. Successful Schemes can grant the user more Influence, Wealth and EXP and even the crippling of a foe. Failed Schemes can result in loss of Influence, Gold, and, depending on the target, even incite war or banishment. 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.

Small examples of Intrigue & Roleplaying Actions
  • Form Secret Alliances: Forge pacts with rivals behind your allies’ backs.
  • Sow Discord: Plant rumors or misinformation between allied Houses to fracture their bond.
  • Contract Assassinations: Hire faceless killers or your own agents to eliminate rivals.
  • Poison Targets: Use Dornish toxins to kill discreetly or weaken before duels.
  • 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.
  • Arrange Strategic Marriages: Secure alliances, peace deals, or land claims.
 
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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)

Each player is able to command a military force composed of Bannermen, or Units that represent platoons and fleets of soldiers loyal to their House or cause. Bannermen ( BNM for short ) are recruited via narrative events when available or through use of the Barracks, purchasing and training units directly. These units conduct a large portion of the warfare members engage in, particularly warfare that does not require the player character to enter. This warfare is simulated by the GM based on the stats of said units, automating the process to determine which army is successful in their conquests.

Bannermen Units in two primary types depending on where combat is waged, each further divided into 4 actual classes. Armies are units composed of ground soldiers who battle across the many fields of Westeros while Fleets represent the naval power and ships a member may possess for naval combat. Both types wage war across their respective territories on their commander's call.

Types of Bannermen Ground 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 Faiths (e.g., Wildlings, Drowned Men, Sand Snakes). These units have a special skill each can use.
Types of Bannermen Fleet Units:
  • Longships: Fast and highly mobile vessels, excellent for coastal raids, scouting, and pursuit.
  • Battleships: Balanced naval vessels with a strong mix of offensive and defensive capabilities, suitable for general naval combat.
  • Heavyships: Large, heavily armored vessels built to absorb and deal significant damage, but slower and less maneuverable.
  • Special Fleets: Elite vessels unique to specific Regions, Houses, or Faiths. These fleets possess a special ability that distinguishes them from standard fleet types.
BNM Attributes

All BNM utilize 4 stats in varying set ups: STR ( strength ), DEF ( defense ), SPD ( speed ), and DEX ( dexterity ). These determine how much damage one can deal, how much one can block, how swift the units move and how far they can attack for. This allows different units to be more relevant from different ranges, adding complexity to these fights. All Units require a cost in gold to obtain, divided by the Tier of the Unit itself. These specific attributes and their meaning as well as gold costs are shown further below.

Unit Stats are Calculated as Follows:
  • 1 STR = 2 Damage
  • 1 DEF = 2 Damage Blocked
  • Every 2 SPD = +1 Range Tier Movement
  • Every 2 DEX = +1 Attack Range Tier

Movement and Travel

BNM and Fleets are capable of traveling across landmarks after they have been purchased. This allows them to traverse the world for combat, moving from landmark to landmark to allow for easier combat. For every 2 SPD that a unit has, it is able to cross a battle range in battle. Outside of battle, this allows a BNM unit to travel 1 landmark every 12 hours. For every 1 SPD they have, an additional landmark is added to this. This means 1 SPD = 1 landmark every 12 hours, 2 SPD = 2 landmarks, 3 SPD = 3 landmark, etc. This creates a simple and effective travel system for BNM units to manuever easily.

Loyalty System

Loyalty governs how willing your Bannermen are to follow you into danger. Every Unit starts with a Loyalty of 100. This value will remain 100 should victory and adequate rest is given. However, should the user suffer harsh Influence drops or suffer loss, then this Value may drop. When dropping the odds for desertion will increase and a d20 roll must be accomplished periodically to ensure they do not turn coat. Every loss of 50 Influence drops Loyalty by 5 for All Units. Every BNM loss reduces this by 10 for units in the same Region. Should members lose a war or significantly fail a Scheme, a severe Loyalty reduction is placed, determined by the GM.

Should Loyalty drop below 80% a D20 Roll will be conducted to see if members abandon your cause. This Roll is done bi-weekly with success odds having to be higher than the percentage reduced ( i.e. if 80% Loyalty, members must Roll a 80% of 20 or a 16 or higher to retain Troops ). Should the Roll fail, an additional Roll is done to see what percentage flees though it cannot be higher than the Loyalty percentage.
 
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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.

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
 
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