Player’s HandbookPaths

7

The Three Paths

Create, Protect, Conquer — and the Crown you do not show yet

Reign is public. Your Path is not. You record progress in Create, Protect, and Conquer columns. The secret Path determines which column must supply at least six Reign before you may attempt the Crown. Choose or roll: D6 1–2 Create, 3–4 Protect, 5–6 Conquer. Place the Path card facedown.

PathFantasyStatus
CreateBuild, restore, produce, and establish a durable Realm network.PROVISIONAL LOCK: 10 total Reign; 6+ Create.
ProtectStabilize people and the Realm through aid, accords, relief, and containment.PROVISIONAL LOCK: 10 total Reign; 6+ Protect.
ConquerWin conflicts, seize contested ground, and defeat encounters.PROVISIONAL LOCK: 10 total Reign; 6+ Conquer.

Each completed achievement grants 1 Reign and may be completed only once by each House per game. A House may normally gain no more than 1 Reign during its own House Turn. Breaking Point cannot award the Crown or raise a House above 9 Reign.

If one resolution satisfies several achievements, choose one to score. Another may be scored later only if its required state still exists and a later legal resolution verifies it. An achievement cannot be farmed by reversing and repeating the same transaction, control change, agreement, rescue, or damage sequence.

Create

AchievementProofLimit
FoundationClaim a neutral production site and retain control until the beginning of your next turn.Once
IndustryA structure you built becomes active.Once
NetworkAt cycle cleanup, control active production sites for two different Goods.Once
Answer the NeedReceive your primary Need good through trade and consume it during that cycle’s Economy step.Once
Realm MarketComplete three legal trades involving at least two other Houses during one cycle.Once
ReconstructionRebuild and reactivate a destroyed production site.Once
Great ProductionProduce at least five total Goods during one Production step.Once
Grand DesignControl three active, non-identical structures at the same time.Once

Protect

AchievementProofLimit
RescueStabilize a Downed character belonging to another House that your House did not Down.Once
ReliefTransfer the required Good in time to prevent another House’s shortage.Once
Calm the RealmPersonally reduce Chaos while it is at 4 or higher.Once
OathkeeperComplete an Accord involving your House without Breach or Default.Once
Guardian of the RealmContribute at least 2 containment points to a contained Breaking Point; score at the beginning of your next turn.Once
InterpositionUse a legal effect to prevent at least one wound or one Integrity loss another character or structure would suffer.Once
Safe PassageAnother House completes movement through your controlled territory under an active Accord without Breach.Once
RealmkeeperAt cycle cleanup, have no friendly Downed character and Chaos 3 or lower after your House reduced or prevented Chaos that cycle.Once

Conquer

AchievementProofLimit
Break the LineDown an opposing Cohort.Once
Champion’s FallDown an opposing Champion.Once
DemolitionDestroy an opposing structure.Once
Seize GroundClaim a production site previously controlled by another House and retain it until your next turn.Once
Hold the FieldRemain standing on or adjacent to a contested site for a complete round after being attacked there.Once
Declared VictorWin a legally declared Rivalry.Once
HunterDeliver the final successful effect or wound that defeats a regular Encounter.Once
Two FrontsCause at least one wound to characters belonging to two different opposing Houses during one cycle.Once

Crown eligibility requires 10 total Reign, at least 6 aligned to the secret Path, a standing Champion, and a valid matching Crown Proof. How the Crown Round is run is the Realm Master’s chapter. You need to know the proofs. They need to know the interruptions.