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.
| No. | Name | Timing | Status |
|---|---|---|---|
| 049 | Accord of Open Hands | Accord | PROVISIONAL |
| 050 | Shieldbound Compact | Accord | PROVISIONAL |
| 051 | Writ of Passage | Accord | PROVISIONAL |
| 052 | Shared Burden | Accord | PROVISIONAL |
| 053 | Border Arbitration | Accord | PROVISIONAL |
| 054 | Declared Rivalry | Accord | PROVISIONAL |
| 055 | Oathbreaker’s Reckoning | Betrayal reaction | PROVISIONAL |
| 056 | Grand Concord | Accord | PROVISIONAL |
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.
Accord · Each commits 1 Order
Once, ally spends committed Order to grant +2 Guard against an attack.
UV: A shield promised is already raised.
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.
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.
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.
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.
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.
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.