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Rulebook

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In the following rulebook you will gain an idea on the mechanics of the game. Do not forget to also visit the lore page to understand the continent and its kingdoms in detail to help you with you more detailed plans and ambitions.

"A ruler needs a sword in one hand and a parchment in the other, for wars are not won with swords alone, nor peace kept with words."
— Aegon the Conqueror, first ruler of Westeros

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1.

Characters & their Skills: 

The game is populated by 3 types of Characters:

The Head of your House: 

This Character is at the helm of decision making for your kingdom. Ideally, you want them in action, either on stage or behind the curtain, so they may hone their skills & be responsible for your House's Legacy.

The Members of your House: 

These Characters you may have created at the beginning, you may recruited from NPC factions or other players, they may have been born throughout the runtime of the campaign... whichever it is, these are the children, the parents, the uncles & the cousins, siblings & friends, maybe vassals or sworn swords or others with ties of kinship, of blood, of affection or interest, that share your halls with you & march under your banner.

NPC's: 

These are the many tertiary Characters that inhabit the realm. They are less complicated & less opinionated than the other two, but they still run their own schemes & follow their own interests!

Beware of their numbers...

Death? Death.

The Stranger visits us all one day.

If The Head of your House perishes, you forfeit your place amongst the active players & your kingdom is relegated into NPC status. 

You may, however, prevent your departure from our game by earning yourself the Right to Respawn.

Here are 3 ways to earn yourself that right:

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1. Devotion t0 the Seven:

Commit, with at least one of your Characters, to walk the path of consistency & succeed upholding a principle.

(Roll only one category of dice & after a few successes, the respawn is yours for as long as you don't stray)

- Here you may only respawn as the Characters upholding the dice devotion, or as a chosen heir if the Character in question is the Head of your House.

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2. Momentum:

If you have gathered the maximum amount of Momentum with a Character, you mark your name into halls of legend & are remembered for your legacy with a respawn.

(The respawn, again, is only yours as long as you remain on maximum Momentum, vanishing if you're stopped)

- Same inheritance of main Character status applies.

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3. A Feat of History:

Achieve something that future generations will conflate with myth, a story that will grow in its telling as your name lives on.

- And the only permanent respawn will be yours.

The Light of the Seven: 

Each Character follows a philosophy to guide their actions, a belief or worldview that reinforces their capabilities. These categories correspond to an aspect of the Seven. Devoting your Characters to the philosophy of the Seven is important. The further they scatter, the less effective they will be.

Here you see Six, as the face of The Stranger is one you should not desire to encounter.

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To understand how to "embody" an aspect of the Seven, you have to think in terms of perspective- not actions.

There are a great range of actions to be taken for each situation. What action your Characters will succeed in is entirely dependent on the perspective you imbued them with.

The Father:

The Father judges the hearts of men. His

children pray to him for justice and hope

to be weighed lightly on His scales. He is uncompromising, unrelenting and watchful. He bestows these same gifts onto the realms of men, so that rule might be just and duty might be fulfilled.

Characters that honor the Father feel responsible to judge and to be judged. They prioritize duty, law & tradition. These are leaders that provide stability & firm grounds for action.

Their legacy will be stability & order.

They cannot stand for what is unjust.

The Warrior:

The Warrior breathes courage into the

souls of men. The strong pray for victory

and the weak pray for protection as He 

gives his favor to the bold. He urges to be decisive, to realize victory, to earn the glory He provides. His sword cuts through the cowardice of men.

Characters that honor the Warrior feel the gaunt hand of time on their shoulder. They are anointed to action & steadfast in their beliefs. The world of men is a tapestry of  their making.

Their legacy will be progress & change.

They cannot stand for what is indicisive.

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The Mother:

The Mother spins the ties that bind men

together. She protects the fabric of life

through Her wreaths hung in homes,

offerings made in Her image. She is the image of love,

of mercy and of kinship, blessing the realms of men with a fierce drive to protect what is close.

Characters that honor the Mother value prosperity & security above honor or glory. They prioritize individuals over ideals & those deemed kin over those deemed not.

Their legacy will be safety & prosperity.

They cannot stand for what is uncaring

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The Maiden:

The Maiden preserves innocence in the

memory of the world. The young pray to

Her for favor and virtue, the old for

restoration. She governs the sincerity and idealism in the minds of men, so She may bloom prosperity again each spring.

Characters that honor the Maiden aspire to an ideal of themselves. They value the virtue of the pursuit, the performance of perfection as a path to it. They dream & they encourage all to do so by it. 

  

Their legacy will be idealism & cooperation.

They cannot stand for what is uncompromising.

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The Smith:

The Smith is the mender of broken things,

who puts the world of men to right.

Offerings to His hammer are made most

when times are dire. He creates from nothing, restores what once was and maintains the cycle. He works so men may persevere.

Characters that honor the Smith always stand in opposition to ruin. They feel personally responsible to preserve & to prevent ruin, not distinguishing between friend or foe.

Their legacy will be survival & society.

They cannot stand for what is destructive.

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The Crone:

The Crone is the old hand of wisdom,

lighting the way. Her lantern guides

through the dark path of experience. She

is prayed to for visions and answers, Her light hanging in the sky. She has seen the right path and has shared the knowledge of its difficulty with those who listen.

Characters that honor the Crone are burdened with pragmatism. They have learned that the right path sometimes leads through the dark. They understand the sacrifice of the lesser evils.

  

Their legacy will be continuity & wisdom.

They cannot stand for what is foolhardy.

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Skills & Perks?

Your Characters begin with their Skills- their philosophies- their personalities- their dice categories- whatever you'd like to call them, they begin with a combination of the seven aspects entombed in their soul. 

Atop that, they develop Perks- which represent their talents & capabilities. Some Perks may relate to a characters skill with diplomacy or their talent with a sword.

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As your Characters achieve success, they develop their capabilities/talents (Perks)

 

- After a few successful rolls against NPC's or other Players, your Characters may develop nascent talents, gaining new perks.

- They may, similarly, better their existing capabilities, upgrading their perks.

2.

Movement: 

The map is split into hexes. Each Hex has a combination of Terrain options, which take a different number of Movement Points.

Each unit has a different number of Movement Points, be it Characters, usually riding with small company, armies, that stretch supply lines through the thicket, or ships that sail the open blue.

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Characters have 10 Movement Points on Land.

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Armies march on 6 Movement Points.

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Fleets sail with 20 Movement Points.

Characters can take this route too.

Using the Points? 

Traveling through each Hex/Tile requires a different number of movement points.

 

Roads & Settlements (1), Fields (2), Woods & Hills (3), Rivers (4) & Mountains (5),

-make up the different Terrain Hexes/Tiles.

Even though Harrenhal is surrounded by fields, the Kingsroad is in the neighboring Hex.

So 1 road Hex + 1 friendly settlement only takes 2 movement to travel to Harrenhal

Getting from the Roseroad to the Goldroad would take 9 Movement Points to cross 5 Hexes.

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Woods & Hills take 3 Movement Points.

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Crossing Rivers (without bridging roads) take 4 Movement Points.

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Mountains take 5 Movement Points to cross.

10 points separate Starfall from the mainland of Dorne.

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Roads & Friendly Settlements take 1 Movement Point to traverse.

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Open Fields take 2 Movement Points to cross.

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These 3 terrains don't apply to small parties of Characters (one or a few nobles with their small household guards, maybe 1 cart and a few horses) only to large groups. For Characters traveling without much entourage, Fields, Woods, Hills & even River Crossings take only 1 Movement Point, the same as Roads for them.

3.

Riposte & Momentum: 

The concepts are simple, so are the applications.

- A Riposte appears, as in fencing, when an opponent overextends itself.

- Momentum is the snowballing avalanche of subsequent successes.

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Momentum:

As a Character succeeds against opposed rolls multiple times in row, he begins accumulating Momentum

Victories in the halls of power or those in the fields of battle, it matters not.

At the first stage, the Character receives a flat +1 bonus to all of their rolls. 

Then the bonus increases to +2 & losing Momentum isn't as easy as one turn's inaction or failure anymore. The Character gains a small buffer.

The bonus can climb up to +5 at maximum Momentum, where the high of victory cements the Characters legacy

-earning a respawn as long as the streak continues.

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Riposte:

The thrill of challenge is bound to put you into difficult situations. Your Characters have beliefs, weaknesses, bonds to others & folly is only natural. 

There will be times where you will demand too much of them, break their bonds on purpose, oppose the laws of men & gods alike to reach for an elusive victory.

That is when you overextend yourself. When your characters act in opposition to themselves to achieve what you demand of them.

All others see the vulnerability & are encouraged to exploit it. All rolls made in reaction to the opening gain a flat bonus depending on the severity of your over-extension. It may begin small & grow as you fail to address it. Or it may be over in an instant.

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