Instrument CodexDiplomacy

4

Diplomacy

Accords, breach, and witnessed rivalry

Eight Diplomacy instruments. V0.2 PROVISIONAL. Accords remain face-up. Maximum two active Accords per House. Default breach: lose 1 Influence and add +1 Chaos.

Diplomacy register
No.NameTimingStatus
049Accord of Open HandsAccordPROVISIONAL
050Shieldbound CompactAccordPROVISIONAL
051Writ of PassageAccordPROVISIONAL
052Shared BurdenAccordPROVISIONAL
053Border ArbitrationAccordPROVISIONAL
054Declared RivalryAccordPROVISIONAL
055Oathbreaker’s ReckoningBetrayal reactionPROVISIONAL
056Grand ConcordAccordPROVISIONAL
049 · Accord of Open HandsPROVISIONAL

Accord · Each commits 1 Influence

If honored, return commitments and each gains 1 Influence. Once per pair per Age.

UV: Trust is a kingdom built without walls.

050 · Shieldbound CompactPROVISIONAL

Accord · Each commits 1 Order

Once, ally spends committed Order to grant +2 Guard against an attack.

UV: A shield promised is already raised.

051 · Writ of PassagePROVISIONAL

Accord · 1 Influence + target acceptance

Traverse through controlled coordinates and sites; cannot claim or end without permission.

UV: Peace begins where the road remains open.

052 · Shared BurdenPROVISIONAL

Accord · Each commits 1 Influence

Once before expiry, transfer 1 existing good to satisfy the other House’s Need.

UV: Your hunger is carried in my vessel.

053 · Border ArbitrationPROVISIONAL

Accord · Each commits 1 Influence • neutral/disputed site

Suspend combat; D20 + Presence. Winner claims next cycle; tie stays neutral.

UV: Let presence decide where weapons would fail.

054 · Declared RivalryPROVISIONAL

Accord · Each wagers 1 Influence

First to defeat a character or destroy a structure takes both; no result returns wagers.

UV: A rivalry witnessed becomes law.

055 · Oathbreaker’s ReckoningPROVISIONAL

Betrayal reaction · no cost

Breaker may withdraw. If not, normal penalty applies; you gain 1 Influence + 1 Order.

UV: Every broken oath leaves a visible scar.

056 · Grand ConcordPROVISIONAL

Accord · Each participant commits 1 Order

No direct attacks through next cycle. Uphold: return + remove 1 Chaos. Break: forfeit + add 2 Chaos.

UV: For one turning, the realm remembers unity.