These Disney rules are an additional themed layer for a Several UDO/Decades save. Normal rules for aging, pregnancy, birth, infant and maternal mortality, disease, marriage, historical events, and ordinary deaths still apply unless a Disney rule specifically changes them. Use one shared Disney-inspired world, separate film-inspired realms, or an original kingdom with familiar story logic. Playability comes first; the save does not need to reproduce any film scene by scene.
Every founding household belongs to a Realm. A Realm may be a kingdom, city-state, village, island, enchanted forest, underwater domain, or traveling community. Record:
Realm Name
Historical Era and Region
Ruling Family or Government
Primary Culture
Religion or Magical Tradition
Relationship with Magic
Allies and Rivals
Known Magical Locations
Current Realm Problem
Choose or roll a D8 for each important founding family:
1 — Royal Family
2 — Noble or Court Family
3 — Wealthy Merchant Family
4 — Artisan or Professional Family
5 — Farming or Fishing Family
6 — Servant Household
7 — Traveling or Outcast Family
8 — Magical Family
Family Type influences wealth, education, marriage opportunities, clothing, occupations, and access to rulers. It does not decide whether a Sim is kind, talented, or important to the story.
Use the following broad order:
Outcast or Impoverished
Laborer, Farmer, Fisher, or Servant
Artisan, Soldier, or Professional
Merchant or Common Wealthy
Minor Nobility
Major Nobility
Royalty
A Sim may rise through service, marriage, wealth, adoption, a heroic deed, or royal favor. A noble may fall through disgrace, exile, confiscation, or a spectacularly ill-advised bargain with a villain.
Follow the normal Several UDO inheritance law for the Realm's era unless you establish a local custom. Disney-inspired realms may instead use one of these:
Male-Preference Primogeniture — Sons and their descendants before daughters
Absolute Primogeniture — Oldest legitimate child regardless of sex
Chosen Heir — Ruler formally chooses among eligible children
Magical Heir — A gift, object, or prophecy identifies the successor
Record the law before the ruler dies. Changing it solely because the preferred child received an inconvenient death roll is not law reform; it is cheating with stationery.
Royal couples should normally try for an heir and at least one additional eligible child. If an heir disappears, do not declare them dead unless a death is confirmed or the Missing Sim rule resolves that way. A returned heir may reclaim their position or create a succession dispute.
Common families may adopt freely. A ruler may adopt, but an adopted child does not automatically inherit unless Realm law permits it or the ruler formally names them heir. Foundlings may have unknown ancestry.
Once in a foundling's lifetime, roll a D10 if you want a hidden-lineage story:
1 — Lost royal or noble heir
2 — Child of a magical family
3 — Child of an outlaw, villain, or exile
4–10 — No extraordinary lineage
Reveal the result only when the story provides believable evidence.
When a child loses both parents, choose the most plausible guardian or roll a D6:
1 — Loving relative
2 — Loyal family friend
3 — Royal, noble, or religious wardship
4 — Apprenticed to an artisan or merchant
5 — Unkind or exploitative guardian
6 — Runs away or is lost
Track each important family as Beloved, Respected, Ordinary, Distrusted, or Feared. Heroism, generosity, loyalty, and keeping promises improve reputation. Cruelty, exploitation, treachery, broken hospitality, and public dark magic reduce it. Reputation may shift uncertain marriage, employment, or alliance rolls one step.
Use normal marriage mechanics unless a Sim is designated as a Story Lead. A Story Lead who remains unmarried may make one annual D8 meeting roll:
1 — Childhood friend
2 — Stranger from another Realm
3 — Royal or noble in disguise
4 — Rival or enemy
5 — Coworker, servant, or fellow traveler
6 — Rescuer or person needing rescue
7 — Magical being in human form
8 — No important meeting this year
A meeting creates an opportunity, not an automatic soulmate.
When two eligible Sims meet under unusually dramatic circumstances, roll a D6 for each:
1 — Immediate attraction
2–3 — Interested after conversation
4–5 — Friendly or neutral
6 — Dislikes or distrusts the other Sim
Mutual immediate attraction permits a fast courtship but does not waive existing marriage law, class barriers, or the fact that they have known each other for approximately one musical number.
Royal and noble marriages may be arranged for alliance, peace, wealth, succession, or prestige. If a royal heir wishes to marry below their rank, roll a D6 for the ruler or council:
1 — Fully accepts
2 — Accepts after a test or service
3 — Demands the commoner receive a title
4 — Delays approval
5 — Refuses and threatens disinheritance
6 — Arranges another marriage immediately
A Sim concealing rank, magic, or identity rolls for discovery after each major public event. Ordinary disguise: 1–2 on D10 = discovered. Living closely with the same household: 1–4 on D10 = discovered. A magical disguise may use its own spell rules instead.
When revealed, roll a D6 for the affected partner: 1 forgives immediately; 2–3 demands an explanation; 4 ends the courtship temporarily; 5 ends it permanently; 6 exposes the Sim publicly.
Forbidden love may involve rival Realms, social class, religion, species, magic, family feud, or an existing betrothal. Once per year, roll a D6:
1 — Family softens
2 — Couple meets safely in secret
3 — Secret is discovered
4 — One Sim is confined or sent away
5 — Forced betrothal to someone else
6 — Couple elopes
A couple earns True Love status only after they complete at least three of the following:
Choose one another despite a serious obstacle
Complete a dangerous quest together
Forgive a major but forgivable mistake
Protect one another at real personal cost
Remain loyal through separation, war, or curse
Build a stable life for at least 5 years
True Love may activate a spell that specifically requires it. It does not prevent arguments, disease, aging, or ordinary death.
A wedding is not the end of gameplay. After marriage, couples follow normal fertility, relationship, mortality, inheritance, and household rules. A “happily ever after” means the major story conflict is resolved, not that the Sims become exempt from the Decades Challenge.
For every child with one magical or nonhuman parent, roll a D6:
1–2 — Inherits the parent's obvious nature or power
3–4 — Inherits a weaker or dormant trait
5–6 — Appears ordinary
If both parents are magical or nonhuman, treat 1–4 as an obvious inheritance. Roll separately for twins and higher multiples.
A court may include the ruler, consort, heirs, advisers, guards, servants, tutor, physician, entertainer, ambassadors, and a court magician. Once per year, roll a D12:
1 — Marriage scheme
2 — Jealous rival
3 — Corrupt adviser
4 — Hidden identity discovered
5 — Foreign visitor
6 — Royal object stolen
7 — Servant uncovers a secret
8 — Public celebration
9–12 — No major intrigue
Choose the Realm's relationship with magic:
Hidden — Most people doubt magic exists
Rare — Magic is known but unusual
Accepted — Magical beings and practitioners live openly
Common — Magic is part of ordinary life
Magic Level affects discovery, reputation, law, marriage, and whether a magical event causes panic.
If neither parent has known magic, roll a D20 for each child: 1 = magical gift. If one parent is magical, 1–3 = strong gift; 4–8 = minor gift; 9–20 = no usable power. If both are magical, 1–8 = strong gift; 9–16 = minor gift; 17–20 = no usable power.
A magical patron may bless a baby only when invited, indebted to the family, or relevant to the story. Roll or choose a D8:
1 — Beauty or charm
2 — Musical talent
3 — Courage
4 — Kindness or empathy
5 — Intelligence or creativity
6 — Good fortune
7 — Animal affinity
8 — Protective magic
Represent the gift with traits, skills, rewards, or one relevant reroll per life stage. A gift provides an advantage; it does not replace practice or common sense.
A curse must have a trigger, effect, condition for breaking it, and cost of failure. Record all four before applying it. Suitable triggers include a birthday, broken promise, stolen object, sunset, full moon, forbidden room, or act of cruelty.
When a powerful curse is attempted, roll a D10:
1–6 — Curse takes full effect
7–8 — Curse is weaker or delayed
9 — Curse rebounds partly on the caster
10 — Curse fails
A curse placed by an established major villain or artifact may succeed automatically.
A curse may require True Love, an apology, a returned object, a completed quest, an act of selflessness, destruction of a magical focus, or another clearly recorded condition. Once the correct condition is genuinely met, the curse breaks automatically unless its rules require a final roll.
If the characters attempt an incorrect solution, roll a D6: 1 gains a useful clue; 2–4 nothing changes; 5 curse worsens temporarily; 6 villain learns what they attempted.
Transformations may change a Sim into an animal, object, monster, elder, child, or different life state. Unless permanent by design, roll a D6 at sunrise or after each year:
1 — Briefly returns to normal
2–4 — Remains transformed
5 — Gains better control
6 — Transformation worsens or spreads
Transformed Sims retain their identity unless the curse specifically includes memory loss.
Every powerful bargain requires a price. Roll a D8 if the price is not specified:
1 — Voice or artistic gift
2 — Memory
3 — Years of life
4 — Wealth or inheritance
5 — Relationship
6 — Freedom or service
7 — First success or future favor
8 — An apparently minor object with later importance
Write the exact wording. Villains are allowed to exploit loopholes; the player is not allowed to invent new clauses after the result becomes inconvenient.
A magical object belongs to a person, family, or Realm and should have one defined power and one limitation. Suitable objects include mirrors, lamps, books, roses, keys, crowns, swords, necklaces, shoes, spinning wheels, and household tools. A lost object is located annually on 1 on D6, or 1–3 with a correct clue.
A true magical wish must state a clear intention. Roll a D6:
1–2 — Granted as intended
3 — Granted with a minor complication
4 — Granted temporarily
5 — Literal but unhelpful interpretation
6 — Serious unintended consequence
A benevolent, trusted magical being may grant the wish without rolling. A known trickster never does.
At the beginning of each generation, assign no more than one primary Hero and one primary Villain. Other Sims may be Allies, Rivals, Mentors, Companions, Love Interests, or ordinary people. A role guides story events but never grants immunity from normal rolls.
When the Hero reaches Teen, roll a D6:
1 — Cleverness
2 — Courage
3 — Compassion
4 — Persistence
5 — Leadership
6 — Creativity
Once per quest, the Hero may reroll one failed check directly related to that quality. The second result is final.
Choose or roll a D10:
1 — Power
2 — Revenge
3 — Jealousy
4 — Wealth
5 — Immortality
6 — Control of magic
7 — Claim to a throne
8 — Fear of losing status or family
9 — Twisted idea of protection
10 — Chaos or cruelty
A villain may be sympathetic without being harmless. Tragic motivation does not refund the villages.
Choose one primary advantage: political authority, wealth, magic, army, social influence, secret knowledge, disguise, or control of a magical object. A Villain may gain a second advantage after winning a major event.
A Story Lead may gain one Companion after a meaningful encounter. Roll a D8:
1 — Dog or wolf
2 — Horse or deer
3 — Cat or large feline
4 — Bird
5 — Small comic animal
6 — Sea creature
7 — Magical creature
8 — Unusual object or spirit
Once per major story, a Companion may provide a clue, fetch help, interrupt danger, or grant one reroll. If the Companion directly takes a lethal result, use normal pet or creature mortality rules.
A Mentor may teach a skill, reveal history, give an object, or offer one relevant reroll per quest. After giving critical help, roll a D10: 1 death; 2 disappears; 3 captured; 4–10 remains available. Do not roll merely because mentors traditionally have alarming job security; roll only after genuine danger.
A Quest begins when a Realm Problem directly threatens the Hero, family, community, or love interest. Define the Goal, Villain or Obstacle, Stakes, three Milestones, and Failure Consequence before play.
For each Milestone, choose the most relevant Sim skill and roll a D6 after gameplay:
1–2 — Failure and a new complication
3 — Success at a cost
4–5 — Success
6 — Exceptional success and an advantage on the next Milestone
Add +1 for excellent preparation, a relevant Companion, or a mastered skill. Subtract –1 for injury, betrayal, or attempting the wrong solution. Results remain between 1 and 6.
A captured Sim may attempt escape once per season or after a major change. Roll a D6: 1 recaptured and punished; 2–3 fails; 4 escapes but leaves something important; 5 escapes; 6 escapes and frees another captive or steals useful evidence.
After all three Milestones, roll a D8 and add one for each completed Milestone without failure:
1–2 — Villain wins; major permanent consequence
3–4 — Hero escapes, but conflict continues
5–6 — Hero wins at a serious cost
7–8 — Hero wins
9+ — Hero wins and resolves an additional Realm problem
After defeat, roll a D8:
1 — Dies by their own action or hazard
2 — Killed in combat
3 — Imprisoned
4 — Exiled
5 — Loses power and status
6 — Escapes
7 — Shows remorse but must make restitution
8 — Genuine redemption begins
Redemption requires changed behavior and consequences. One sad childhood flashback is context, not community service.
Roll a D20 once per year for the active Realm:
1 — Ruler dies or becomes incapacitated
2 — Succession dispute
3 — Villain rises to power
4 — War or invasion
5 — Famine or failed harvest
6 — Disease outbreak
7 — Severe storm, fire, flood, or winter
8 — Important person disappears
9 — Magical curse affects the Realm
10 — Royal celebration or festival
11 — Tournament, contest, or performance
12 — Foreign royal visit
13 — New trade route or prosperity
14 — Discovery of a magical place or object
15 — Public scandal
16 — Rebellion or protest
17 — Prophecy or omen
18 — Unexpected alliance
19–20 — No Realm-wide event
For every long journey, roll a D10:
1 — Serious accident
2 — Bandits, pirates, or hostile guards
3 — Lost or delayed
4 — Illness or injury
5 — Meets an important stranger
6 — Finds a clue or useful object
7 — Companion causes trouble
8–10 — Arrives safely
Sea, wilderness, and wartime journeys may roll twice and use the worse result.
Use normal Several UDO war and military death rules unless a Disney event changes them. For each named participant after a decisive battle, roll a D6: 1 death; 2 captured; 3 serious injury; 4 missing; 5 returns safely but changed; 6 returns safely and honored.
For a household directly affected by war, disaster, or villain rule, roll a D10:
1 — Household member dies
2 — Home destroyed
3 — Livelihood destroyed
4 — Forced labor or recruitment
5 — Family separated
6 — Forced to flee
7 — Sheltered by another family
8–10 — Avoids major direct harm
Roll annually for a missing Sim on a D6: 1 confirmed dead; 2 returns; 3 found captive; 4 living under another identity; 5 sends a clue; 6 remains missing. A returned parent, spouse, or heir retains their legal identity unless a court rules otherwise.
At a major celebration, every Story Lead may roll a D8:
1 — Meets a possible love interest
2 — Wins a contest
3 — Public embarrassment
4 — Rivalry begins
5 — Discovers a secret
6 — Receives an offer or invitation
7 — Magical incident
8 — Pleasant but uneventful celebration
A host is responsible for a guest's ordinary safety. Deliberately harming a peaceful guest reduces Family Reputation by two levels. A guest who steals, spies, curses the household, or attacks the host loses protection.
At the start of every generation, choose or roll a D12:
1 — Lost heir
2 — Forbidden romance
3 — Family curse
4 — Rise from poverty
5 — Royal responsibility
6 — Exploration and travel
7 — Villain within the court
8 — War between Realms
9 — Magical bargain
10 — Found family
11 — Restoring a fallen family
12 — Ordinary life during extraordinary events
Choose one measurable goal:
Resolve the Realm Problem
Complete a Quest
Restore or establish a family home
Reach a higher social rank
End a feud or war
Break a curse
Marry or remain independent by genuine choice
Recover a lost family member or object
Found a lasting institution, business, or community
You may include canon-inspired characters, descendants, ancestors, or original Sims. Decide before play whether canon outcomes are Fixed, Flexible, or Inspiration Only.
Fixed — Major outcome occurs, but details may change
Flexible — Event occurs only if the save naturally supports it
Inspiration Only — Characters and motifs may be freely rewritten
Do not resurrect, age-reset, or force a marriage merely to reach a canon ending unless a written magical rule allows it.
Sims may migrate or marry across Realms. Children inherit culture, language, status, and magic according to both families and the Realm where they are raised. A foreign spouse makes a yearly acceptance roll for the first 3 years: 1–3 welcomed; 4 tolerated; 5 distrusted; 6 publicly opposed. Improve the result by one step after a heroic or diplomatic service.
Each generation may pass down one Legacy Object: a crown, book, recipe, instrument, sword, necklace, lamp, mirror, tool, or ordinary keepsake. Record its owner and history. If lost, stolen, or destroyed, accept the result unless a Quest recovers or repairs it.
Once per life stage, a Story Lead may have a major performance or creative declaration. After appropriate gameplay, roll a D6: 1 mocked or misunderstood; 2–3 emotionally meaningful but private; 4 inspires one Sim; 5 improves public reputation; 6 changes a relationship or public decision. No actual singing is required unless you and everyone else in the room have agreed to it.
When a generation's major conflict ends, count one point for each:
Realm Problem resolved
Hero or family completed its Generation Goal
Primary Villain defeated, contained, or genuinely redeemed
At least one important relationship repaired
Heir or next generation has a stable home
A serious sacrifice or consequence was honored rather than erased
0–1 points — Tragic ending
2–3 points — Bittersweet ending
4–5 points — Happy ending
6 points — Storybook ending
A Storybook ending grants the next generation one reroll on its first Realm Event. It does not grant immortality or stop toddlers from setting the save's schedule on fire.
Maintain a record of Realms, family trees, heirs, social rank, reputation, magic, curses, bargains, Legacy Objects, companions, Story Roles, quests, villains, and generation outcomes. Update it after births, deaths, marriages, adoptions, transformations, title changes, migrations, and major events.
Do not reroll merely because the story stopped resembling the movie. The point is to discover what this family does when the fairy godmother is late, the prince has poor compatibility, the villain wins the first confrontation, and winter arrives before the wedding.
Unofficial Rules
Harry Potter Decades Rules
Pureblood Family Size
Pureblood couples will stop intentionally having children once they have at least **one living grandchild**. Once the next generation has successfully continued the bloodline, there is less pressure for the older generation to continue producing children.
If their only living grandchild dies, they may begin trying for children again as long as pregnancy is still possible.
Accidental pregnancies caused by failed contraception rolls are still allowed.
Exclusion: Weasleys. They may continue having children regardless of whether they already have grandchildren.
Magical Marriage Ages
Witches and Wizards generally marry later than Muggles. Magical women receive formal education alongside men and normally complete their schooling before marriage.
Witches may begin marriage rolls at **17**.
Wizards may begin marriage rolls at **18**.
You may still arrange engagements or betrothals before these ages, especially among Pureblood families, but they should generally wait until finishing school to actually marry.
Exclusion: Wizards marrying Muggle women. The Muggle woman may follow the normal marriage ages for the decade and culture she lives in.
Magical Marriage Age Gaps
When a Witch and Wizard marry each other, they should normally be around the same age because magical children spend most of their adolescence attending school alongside people close to their own age.
0–5 years apart — Normal
6–10 years apart — Allowed, but less common
11+ years apart — Should have a storyline reason
Pureblood arranged marriages may have larger age differences when blood status, inheritance, wealth, or family alliances are more important than age.
Exclusion: Wizards marrying Muggle women may follow normal Muggle marriage patterns for the time period.
Blood Status
Blood status is determined by a Sim's **parents and grandparents**, not simply by whether both parents can use magic.
**Pureblood:** Both parents are magical and all four grandparents come from magical families, with no recent Muggle ancestry.
**Half-Blood:** The Sim has both magical and Muggle/Muggle-born ancestry within their parents or grandparents.
**Muggle-Born:** The Sim is magical despite being born to two Muggle parents.
**Muggle:** Born without magic to a non-magical family.
Being wealthy, marrying a Pureblood, or having Pureblood children does **not** change a Sim's own blood status.
Exclusion: Squibs still count as members of the magical bloodline for ancestry purposes. Having a Squib parent or grandparent does not automatically make a Sim Muggle-born.
Magical & Squib Births
Roll a **D20 for every baby born**. Multiple births receive a separate roll for each baby.
If **both parents are Muggles**:
**1 on D20 — Muggle-Born Witch/Wizard**
**2–20 — Muggle**
If **at least one parent is magical**:
**1 on D20 — Squib**
**2–20 — Witch/Wizard**
Do not reroll because the result is inconvenient. A Pureblood family's desperately needed only son can absolutely turn out to be a Squib.
Exclusion: If one or both parents are Squibs, use their magical ancestry when determining the child's blood status rather than automatically treating the family as completely Muggle.
Squibs
A Squib is a non-magical Sim born into a magical family.
You may make the Squib roll at birth so you know the result, but the **family does not know that the child is a Squib at birth**.
The child should simply appear to have not shown magic yet.
At **age 7**, if the child rolled Squib at birth, their lack of magic becomes apparent and they are officially considered a Squib.
Squibs may still marry, have children, own property, work, and remain part of their family.
Squib Inheritance
Squibs cannot normally become the primary heir of a magical family.
If the firstborn child is a Squib, inheritance passes to the next eligible magical child.
A Squib may still inherit money, ordinary property, businesses, personal possessions, or anything specifically left to them. They simply cannot normally inherit the position of **magical family heir**.
Exclusion: If there is no other eligible heir, the Squib may inherit.
If that Squib later has a magical child, the magical child may continue the magical family line.
Female Heirs
Magical families may choose daughters as their **first-choice heirs**.
Unless the family has a specific rule stating otherwise, use:
**Oldest eligible magical child = Heir**
A younger son does not automatically replace an older daughter simply because he is male.
Exclusions: Certain traditional Pureblood families may continue using male-preference inheritance, including:
Blacks
Malfoys
Gaunts
Muggle families continue following the normal inheritance rules for their time period.
Pureblood Marriage Preference
Pureblood families should generally prefer magical spouses, especially when arranging marriages for heirs.
When choosing between otherwise equally suitable spouses, use the following preference:
1 — Pureblood
2 — Half-Blood from an established magical family
3 — Half-Blood
4 — Muggle-Born
5 — Muggle
This is only a preference unless the family is specifically established as extremely blood-purist.
Strict families may disinherit a Sim for marrying a Muggle or Muggle-Born.
Pureblood Clothing
Starting in **1490**, Pureblood Sims should generally avoid wearing the newest Muggle fashions.
Their clothing should be styled at least **2 decades behind current Muggle fashion**.
For example:
1500 — Wear approximately 1480s fashions or older
1650 — Wear approximately 1630s fashions or older
1850 — Wear approximately 1830s fashions or older
The clothing does not need to be a perfect recreation of an earlier decade. Magical families can develop their own clothing traditions using older silhouettes mixed with robes, cloaks, unusual fabrics, and other distinctly magical elements.
Particularly isolated Pureblood families may remain even further behind.
Exclusions:
Sims younger than school age
Sims with significant Muggle exposure
Sims regularly working or living among Muggles
Families deliberately attempting to blend into Muggle society
Magical Multiple Births
Witches and Wizards have the magical capability to produce larger sets of multiples than ordinary humans.
Magical pregnancies may therefore naturally produce:
Quadruplets
Quintuplets
Sextuplets
If a magical pregnancy already results in triplets, roll a **D20**.
**1 — Quadruplets**
If quadruplets occur, roll another D20.
**1 — Quintuplets**
If quintuplets occur, roll again.
**1 — Sextuplets**
Stop after sextuplets.
Each baby still receives their own individual birth, survival, magical status, and Squib rolls.
Exclusions: Muggle-Borns, Squibs, and Muggle women do not receive the magical higher-multiple rolls.
Hogwarts
Magical children living in England, Scotland, Wales, or Ireland may attend Hogwarts beginning at **age 11**.
Students normally remain in magical education until approximately **age 17**.
Squibs cannot attend Hogwarts as regular students.
Muggle-Born children may attend normally once their family is informed about the magical world.
Children may return to their families during school holidays.
Hogwarts Houses
Roll a **D4 for every English, Scottish, Welsh, or Irish Witch or Wizard when they turn 11**.
Roll House
1 Hufflepuff
2 Ravenclaw
3 Slytherin
4 Gryffindor
The result is final. You do not need to change the roll because the Sim's personality doesn't perfectly match their House.
Sims attending another magical school do not make this roll.
Accidental Magic
Magical children may display accidental magic before beginning school.
From ages **3–10**, you may roll a D6 annually.
**1 on D6 — Noticeable accidental magic**
If only magical Sims witness it, nothing else needs to happen.
If Muggles witness the event during a period when magic is dangerous or secret, make the appropriate discovery/exposure roll.
Squibs do not make accidental magic rolls.
American Muggle-Borns & Obscurials
American Muggle-Born children have an increased chance of developing an Obscurus when their magic is discovered in a household that does not understand or accept magic.
When an American Muggle-Born child's magic becomes obvious, roll a **D6**.
Supportive household — **1 on D6**
Confused/fearful household — **1–2 on D6**
Actively anti-magic household — **1–3 on D6**
Violently suppressing magic — **1–4 on D6**
If successful, the child becomes an **Obscurial**.
For every year the child remains an Obscurial, roll a D4.
**1 on D4 — Death**
If the child reaches a safe magical environment and is no longer forced to suppress their magic, you may stop or reduce these rolls depending on the circumstances.
Exclusion: Children with a Squib parent do not make the standard Obscurial roll because their parent already knows that magic exists.
Remarriage
For the first **4 generations**, Sims cannot remarry after the death of a spouse.
A widow or widower may:
Remain unmarried
Live with adult children
Move in with relatives
Help raise grandchildren
Have a relationship if your other rules allow it
They simply cannot enter another recognized marriage.
Starting with **Generation 5**, remarriage is allowed.
Quidditch
Professional Quidditch players earn an additional **§5,000 annually**.
This only applies to professional adult players.
Hogwarts Quidditch does not count as professional employment.
Once a Sim retires from professional Quidditch, they no longer receive the §5,000 unless they move into another paid Quidditch-related position.
Witch Hunts
Before **1300**, Muggles and Wizardkind generally live openly enough alongside each other that you do **not** make annual Witch Hunt rolls.
Individual conflicts may still occur, but there is no challenge-wide persecution roll.
Starting in **1300**, begin using the normal Witch Hunt rules.
Magic becoming dangerous does not mean every Muggle suddenly hates Witches and Wizards. It means openly displaying magic now carries a meaningful risk of accusation and persecution.
During the Witch Hunt period, especially obvious magical behavior may cause an immediate additional discovery roll.
This can include:
Casting spells in front of Muggles
Flying openly
Using obviously magical objects publicly
Publicly interacting with magical creatures
Surviving something through obviously magical means
Repeatedly performing impossible cures
Children displaying obvious accidental magic
Magical families who keep their abilities hidden only make the normal Witch Hunt rolls.
Families repeatedly exposing themselves to Muggles may make **2 accusation rolls**, and either successful roll counts.
International Statute of Wizarding Secrecy
Starting in **1692**, Wizardkind must begin living separately from Muggle society under the International Statute of Wizarding Secrecy.
After this point, Witches and Wizards cannot intentionally reveal magic to unrelated Muggles.
Magical families may still:
Have Muggle relatives
Marry Muggles
Live near Muggles
Work around Muggles when appropriate
They simply have to conceal the existence of magic.
After 1692, ordinary Witch Hunt rolls are no longer necessary for established magical households. Instead, openly exposing magic becomes a **Secrecy Violation**.
If a Witch or Wizard intentionally or carelessly exposes magic to unrelated Muggles, roll a D6.
**1–2 on D6 — Magical authorities become involved**
Punishment may include a fine, loss of employment, confiscation of magical objects, forced relocation, or another consequence appropriate to the severity of the violation.
Repeated violations should receive increasingly severe consequences.
The Statute also marks the point where magical and Muggle culture should begin separating much more dramatically.
These rules can be added on top of the normal Decades rules when playing an Avatar: The Last Airbender-themed historical save. Normal marriage, pregnancy, mortality, inheritance, war, disease, and historical-event rules still apply unless one of these rules replaces them.
Starting Nation
Every founding household must belong to one of the four nations:
Water Tribe
Earth Kingdom
Fire Nation
Air Nomads
Your starting nation determines which bending elements can naturally appear in the family.
Children normally inherit their **nation culturally through the household they're raised in**, while their bending potential comes from their ancestry.
Mixed-nation marriages are allowed unless a war, political restriction, isolation, or individual storyline prevents them.
Bending
Every child with bending ancestry must roll to determine whether they are a Bender.
Roll a **D4 at birth**.
**1–2 — Bender**
**3–4 — Non-Bender**
If both parents are Benders of the **same element**, roll with an increased chance:
**1–3 on D4 — Bender**
If neither parent is a Bender but at least one comes from a bending family:
**1 on D4 — Bender**
A Non-Bender can therefore have Bender children later.
Do not remove Non-Benders from the family tree or treat their descendants as permanently non-bending.
Bending Element
A child may only naturally bend an element present in their ancestry.
If both parents come from the same nation, a Bender receives that nation's element automatically.
Water Tribe — Water
Earth Kingdom — Earth
Fire Nation — Fire
Air Nomads — Air
If the parents come from **different nations**, determine the child's bending element from the parents.
For a child who rolls as a Bender, flip a coin:
**Heads — Mother's element**
**Tails — Father's element**
A child can only bend **one element**.
Exclusion: The Avatar.
Bending Discovery
You may make the bending roll at birth for recordkeeping, but the family does not necessarily know whether the child is a Bender immediately.
Reveal bending during childhood.
At **age 4**, any child who rolled as a Bender may begin displaying their element.
If they have not displayed bending by age 7, reveal their result anyway.
Non-Benders never develop ordinary bending later simply because you want them to.
Exclusions: The Avatar and extraordinary events involving spirits may follow their own rules.
The Avatar
There can only be **one living Avatar at a time**.
When the Avatar dies, the next Avatar is born into the next nation in the cycle:
**Water → Earth → Fire → Air → Water**
The new Avatar must be born **after the previous Avatar's death**.
If several eligible babies are born that year, randomly select one.
If no eligible baby is born, continue checking births until an eligible child is born.
The Avatar is always a Bender regardless of their normal bending roll.
Avatar Identification
The Avatar's identity does not need to be publicly known at birth.
You may secretly mark the Sim as the Avatar in your records.
The Avatar should normally begin showing their native element during childhood.
Their identity may be formally revealed at **age 16**.
However, major political instability, war, obvious use of another element, spiritual events, or other extraordinary circumstances may reveal the Avatar earlier.
Avatar Elements
The Avatar begins with the element of their birth nation.
They must learn the remaining elements rather than automatically mastering them.
Follow the Avatar Cycle when determining the preferred learning order.
For example, a Water Avatar learns:
Water → Earth → Fire → Air
A Fire Avatar learns:
Fire → Air → Water → Earth
The Avatar cannot be considered a fully realized Avatar until they have successfully trained in **all four elements**.
Avatar Training
The Avatar may begin formal training in their native element during childhood.
Training in additional elements should normally begin once their identity is known.
For each additional element, the Avatar must find an appropriate Bender capable of teaching them.
You may require at least **one Sim year of training** before considering an element learned.
Particularly difficult elements may take longer if they conflict strongly with the Avatar's personality or native bending philosophy.
The Avatar State
The Avatar State may save the Avatar from situations that would normally kill them.
If the Avatar receives a normal death result from an accident, battle, natural disaster, or attack, roll a **D6**.
**1–2 — Avatar State activates**
**3–6 — Normal death result applies**
If the Avatar State activates, cancel that death.
Once the Avatar has fully mastered the Avatar State, improve this to:
**1–3 on D6 — Avatar State activates**
The Avatar State cannot automatically protect against every disease, old age, or long-term condition.
Death in the Avatar State
If the Avatar dies while actively using the Avatar State, the Avatar Cycle is broken.
If an Avatar State activation fails during a situation where the Avatar is actively fighting or defending themselves, roll a D4.
**1 — Avatar dies in the Avatar State**
**2–4 — Avatar dies normally**
If the Avatar dies normally, begin searching for the next Avatar.
If they die in the Avatar State, **no new Avatar is born.**
This should be an extremely rare but potentially catastrophic outcome for the save.
Water Tribe
Waterbending
Water Tribe Benders may practice Waterbending from childhood.
Access to water matters.
A Waterbender living somewhere with abundant water may train normally.
A Waterbender living in an extremely dry environment should have greater difficulty practicing and may require stored water.
Waterbenders receive an advantage during events involving:
Fishing
Travel by water
Flooding
Water collection
Healing, if trained
Full Moon
Waterbenders become stronger during a full moon.
During a full moon, a Waterbender may reroll **one failed bending-related roll**.
The second result is final.
Lunar Eclipse
During a lunar eclipse, Waterbenders temporarily lose access to their bending.
Any Waterbending roll automatically fails until the eclipse ends.
Non-bending skills and ordinary actions are unaffected.
Waterbending Healers
Waterbenders may specialize in healing.
Once a Waterbender has reached a high enough skill level to be considered an experienced healer, they may attempt to save another Sim from certain deaths.
For illness or injury deaths, roll a **D6**.
**1 — Healing succeeds**
The Sim survives.
A master healer succeeds on:
**1–2 on D6**
Healing cannot prevent death from old age.
Each dying Sim receives only **one healing attempt per death event**.
Bloodbending
Bloodbending is an extremely rare Waterbending ability.
Once a Waterbender becomes highly skilled, roll a **D20**.
**1 — Capable of Bloodbending**
Unless your timeline has reached a point where exceptional Benders have learned otherwise, Bloodbending may only be used during a **full moon**.
Bloodbending another Sim without an extraordinary reason should create major social or legal consequences if discovered.
Earth Kingdom
Earthbending
Earthbenders may begin practicing during childhood.
Earthbending is especially useful for:
Construction
Mining
Farming
Defense
Manual labor
Warfare
An experienced Earthbender household may reasonably complete stone construction and major earthworks more easily than a Non-Bender household.
Metalbending
Metalbending does **not exist at the beginning of the timeline**.
It becomes available only after it is discovered within your Avatar timeline.
Once Metalbending has been discovered, highly skilled Earthbenders may test for the ability.
Roll a **D10**.
**1–2 — Can learn Metalbending**
**3–10 — Cannot Metalbend**
Training is still required after a successful roll.
Lavabending
Lavabending is extremely rare.
A highly skilled Earthbender may roll a **D20** once upon reaching adulthood.
**1 — Lavabender**
This roll may only be made once.
Lavabenders remain Earthbenders and cannot Firebend.
Fire Nation
Firebending
Firebenders may practice Firebending from childhood.
Unlike Waterbenders, they do not need an external source of their element to bend.
Firebenders may receive advantages during:
Combat
Metalworking
Heating
Survival in cold environments
Warfare
Firebending should also create an increased risk of accidental fires.
If a young or inexperienced Firebender has a serious loss of control, roll a D6.
**1 — Accidental fire**
Resolve any resulting injuries or deaths using the normal challenge rules.
Sozin's Comet
During the appearance of Sozin's Comet, Firebenders become extraordinarily powerful.
Any Firebender involved in combat during the comet receives **one reroll on every failed combat roll**.
The second result is final.
Firebending-related accidental deaths and destruction should also become significantly more dangerous during the comet.
Solar Eclipse
During a solar eclipse, Firebenders temporarily lose their Firebending.
All Firebending rolls automatically fail until the eclipse ends.
Firebenders may still fight or defend themselves using ordinary skills.
Lightning Generation
Lightning Generation requires extremely advanced Firebending.
When a Firebender reaches the highest appropriate skill level, roll a **D10**.
**1 — Can generate lightning**
Training is still required.
Once learned, the ability remains for life.
Lightning Redirection
Lightning Redirection must be learned separately.
A Firebender who has access to an appropriate teacher may attempt to learn it.
Roll a D6 after training.
**1–2 — Successfully learns Lightning Redirection**
The Sim does not need to be capable of generating lightning in order to redirect it.
Air Nomads
Airbending
Air Nomad children have a significantly higher chance of being Benders than children from other nations.
If **both parents are Air Nomads**, do not use the normal bending roll.
**Child is automatically an Airbender**
If only one parent is an Air Nomad and the other belongs to another nation, use the normal mixed-nation rules.
Air Nomad Lifestyle
Traditional Air Nomads should generally live communally rather than forming isolated nuclear households.
Children may be raised among:
Monks
Nuns
Teachers
Other Air Nomads
Their biological parents do not need to be their primary caregivers.
Air Nomads may travel extensively and should generally own fewer permanent material possessions than wealthy families of the other nations.
Airbending Tattoos
Airbending tattoos are **earned**, not inherited.
An Airbender receives their tattoos only after becoming an Airbending Master.
Children and inexperienced Benders cannot have Master tattoos.
Once a Sim has mastered Airbending, you may permanently add the tattoos in CAS.
Flight
True unaided flight is extraordinarily rare.
An Airbending Master may only test for flight if they have abandoned significant earthly attachments.
If they qualify, roll a **D20**.
**1 — Achieves Flight**
This is a one-time roll.
Ordinary Airbender gliding does not require this ability.
Mixed-Nation Families
Intermarriage between nations is allowed.
Children may inherit cultural traditions from either or both parents.
If both parents are Benders of different elements, their children can potentially inherit **either element, but never both**.
For each Bender child, flip a coin:
**Heads — Mother's element**
**Tails — Father's element**
Siblings do not need to inherit the same element.
A Firebender and Waterbender could therefore have:
Waterbender child
Firebender child
Non-Bender child
But they cannot naturally have a child who bends both Fire and Water.
Exclusion: The Avatar.
Bending & Inheritance
Bending ability does **not** determine whether a Sim can inherit property unless the individual family or nation specifically requires it.
Non-Benders may normally become heirs.
A firstborn Non-Bender does not automatically lose their inheritance to a younger Bender sibling.
However, families with strong bending traditions may optionally prioritize Benders.
For example, an important Firebending military family may prefer a Firebending heir.
If you establish this rule for a family, **keep it consistent across generations** rather than changing it whenever your favorite child rolls Non-Bender.
Spirits
Spirits exist throughout the entire challenge.
Sims may encounter benevolent, neutral, or hostile spirits.
When a household experiences a major spiritual disturbance, roll a **D6**.
**1–2 — Benevolent Spirit**
**3–4 — Neutral Spirit**
**5–6 — Hostile Spirit**
Benevolent Spirits may provide protection, information, healing, or another small benefit.
Neutral Spirits do not intentionally help or harm the household unless provoked.
Hostile Spirits may cause illness, disappearance, property destruction, injury, or death.
Spirit World
A Sim who enters the Spirit World does not automatically die.
However, entering it should carry risk.
Whenever an ordinary Sim deliberately enters the Spirit World, roll a **D10**.
**1 — Sim becomes trapped**
A trapped Sim must remain away from the household until rescued or otherwise released.
The Avatar does **not** make this roll during ordinary spiritual meditation.
Spirit-Human Relationships
Spirits may form relationships with humans when appropriate to your storyline.
However, ordinary Spirits should not automatically function exactly like human Sims.
If a Spirit permanently takes human form or becomes part of the mortal world, you may treat them as an occult Sim and establish specific inheritance rules for their descendants.
Spirit ancestry does **not automatically grant bending**.
War
When nations are at war, Sims belonging to the involved nations may be drafted according to your normal war rules.
Benders and Non-Benders may both serve.
Benders should generally have a combat advantage, but **they are not immune to death**.
If your normal war event requires a death roll, an experienced Bender may reroll **one death result**.
The second result is final.
Non-Benders use the normal roll.
The Hundred Year War
If your save reaches the Hundred Year War, the Fire Nation and the nations it attacks must use the appropriate war rules for the entire conflict.
Fire Nation military families may have Sims drafted more frequently.
Earth Kingdom and Water Tribe Sims living in invaded territories may experience:
Conscription
Occupation
Displacement
Refugee events
Imprisonment
Property destruction
Death
Not every Sim needs to become a soldier simply because the war is occurring.
Air Nomad Genocide
If you are following the canon timeline, the Air Nomad Genocide occurs with the arrival of **Sozin's Comet** at the beginning of the Hundred Year War.
Every Air Nomad living at an Air Temple must make a survival roll.
Roll a **D20**.
**1 — Survives**
**2–20 — Dies**
Surviving Air Nomads must flee and cannot continue openly living at an Air Temple.
The Avatar follows their own storyline and survival rules.
If you are playing an alternate-history save, you may allow your actions before this event to alter or prevent the genocide.
War Refugees
If a Sim's settlement is conquered or destroyed, surviving Sims may become refugees.
Refugees must move to:
Another settlement within their nation
An allied nation
A neutral settlement
A hidden location
They may take only the possessions they could reasonably carry unless they had time to prepare.
Land, businesses, livestock, and homes left behind may be considered lost.
Bending in Combat
When a Bender is involved in a normal combat event against a Non-Bender, the Bender receives an advantage.
If the Bender receives a death result, roll a **D6**.
**1–2 — Bending saves them**
**3–6 — Death stands**
If both opponents are Benders, neither receives this automatic advantage.
Exceptional Non-Bender fighters may also ignore the Bender advantage.
Bending Injuries
Bending is dangerous.
A Sim injured during bending training or combat may receive:
Burns
Broken bones
Scarring
Blindness
Temporary disability
Permanent disability
Whenever a serious bending accident occurs, roll a **D10**.
**1 — Permanent injury**
Otherwise, the Sim eventually recovers.
Bending & Disability
A physical disability does **not automatically remove bending**.
Blind Sims may bend.
Amputees may bend.
Sims with mobility limitations may bend.
How the Sim adapts their bending should depend on their element, training, and individual circumstances.
Do not automatically remove the Bender trait because a Sim receives a permanent injury.
Non-Benders
Non-Benders are **not failed Benders**.
They may become:
Warriors
Politicians
Merchants
Inventors
Scholars
Healers
Artisans
Leaders
Spiritual figures
Parents of future Benders
They may inherit normally unless their particular family has a Bender-preference inheritance rule.
Highly trained Non-Benders may also become exceptional fighters.
Advanced Bending
Advanced bending abilities are **not automatically inherited** just because a parent has them.
Each eligible Bender must make their own roll.
Ability Requirement Roll
Bloodbending Master Waterbender 1 on D20
Metalbending Skilled Earthbender
Bending Strength
Not every Bender is born equally powerful. When a child's bending first manifests, roll a **D6** to determine their natural bending strength.
1 — Weak Bender
2–3 — Average Bender
4–5 — Strong Bender
6 — Prodigy
Natural strength represents how easily bending comes to the Sim, **not how skilled they will eventually become**.
A Weak Bender can still become a Master with enough training, while a Prodigy who never properly trains may never reach their full potential.
Prodigies receive **one reroll** when testing for an advanced bending technique. The second result is final.
Bending Mastery
Benders must train to improve their abilities.
Use the following general ranks:
Untrained
Novice
Trained
Advanced
Master
A Sim cannot immediately become a Master simply because they rolled Prodigy for their natural strength.
Bending rank should increase through actual training, experience, combat, appropriate skills, or time spent with a teacher.
Only **Masters** may roll for the rarest advanced bending techniques unless another rule specifically states otherwise.
Bending Teachers
Benders need access to someone or something capable of teaching techniques they do not already know.
A teacher may be:
A parent
Another relative
A Bending Master
A formal instructor
A military trainer
A specialized school
Another appropriately skilled Bender
A Sim cannot learn an advanced technique that **nobody available to them knows how to perform**.
If every living Sim who knows a technique dies without teaching anyone else, that technique may become lost until it is rediscovered.
Advanced Bending Inheritance
Advanced bending techniques are **not automatically inherited**.
Every eligible Bender must make their own roll.
However, having a parent or grandparent capable of the technique increases the chance that the Sim has the natural aptitude for it.
For an advanced technique normally requiring:
**1 on D20**
A Sim with a parent or grandparent who possesses the ability instead succeeds on:
**1–2 on D20**
The Sim must still receive appropriate training before actually using the technique.
Waterbending Rules
Healing
Not every Waterbender automatically has a strong aptitude for healing.
When a Waterbender's abilities manifest, roll a **D6**.
**1–2 — Natural Healing Aptitude**
If their parent or grandparent is a trained healer:
**1–3 on D6 — Natural Healing Aptitude**
A Waterbender without natural aptitude may still learn basic healing if appropriate to your storyline, but cannot become a **Master Healer**.
Healing Death Rolls
A trained Waterbending healer may attempt to save another Sim from certain injury or illness deaths.
Trained Healer — **1 on D6 succeeds**
Master Healer — **1–2 on D6 succeeds**
Only one Waterbending healing attempt may be made for each death event.
Healing cannot prevent death from old age.
Healing During Childbirth
If a trained Waterbending healer is present when another Sim gives birth, they may attempt to prevent a maternal death.
If the mother receives a maternal death result, roll a D6.
Trained Healer — **1 on D6 saves her**
Master Healer — **1–2 on D6 saves her**
If successful, the mother survives.
The healer cannot reroll an infant death unless the baby's death was specifically caused by an injury or condition that could reasonably be healed.
Bloodbending
Bloodbending is extremely rare.
When a Waterbender reaches Master rank, roll a **D20**.
**1 — Capable of Bloodbending**
If a parent or grandparent is a Bloodbender:
**1–2 — Capable of Bloodbending**
A successful roll only determines that the Sim is capable of learning it.
They must still discover or be taught Bloodbending.
Unless your timeline has progressed beyond this limitation, Bloodbending can only be performed during a **full moon**.
Earthbending Rules
Metalbending
Metalbending cannot be learned until it has been **discovered in your timeline**.
After its discovery, an Advanced or Master Earthbender may roll a **D10**.
**1–2 — Capable of Metalbending**
If a parent or grandparent can Metalbend:
**1–3 — Capable of Metalbending**
The Sim must still receive Metalbending training.
If no living Metalbender is available to teach them, they cannot automatically learn it.
Lavabending
Lavabending is extremely rare.
When an Earthbender reaches Advanced or Master rank, roll a **D20 once**.
**1 — Lavabender**
If a parent or grandparent is a Lavabender:
**1–2 — Lavabender**
This roll can only be made once.
A Lavabender remains an Earthbender and cannot Firebend.
Seismic Sense
Master Earthbenders may potentially develop Seismic Sense.
Roll a **D12**.
**1 — Develops Seismic Sense**
Blind Earthbenders instead succeed on:
**1–3 on D12**
If a parent or teacher possesses Seismic Sense, add one additional successful number.
Firebending Rules
Lightning Generation
Lightning Generation requires Advanced or Master-level Firebending.
When eligible, roll a **D10**.
**1 — Capable of Lightning Generation**
If a parent or grandparent can generate lightning:
**1–2 — Capable**
The Sim must still train before actually using lightning.
Lightning Redirection
Lightning Redirection is learned separately from Lightning Generation.
A Firebender does **not** need to generate lightning in order to redirect it.
If an appropriate teacher is available, the Sim may train and then roll a D6.
**1–2 — Successfully learns Lightning Redirection**
If their teacher is a Master of Lightning Redirection:
**1–3 — Successfully learns**
A failed Sim may attempt again after another full year of training.
Combustionbending
Combustionbending should be extraordinarily rare.
Only an Advanced or Master Firebender may test for it.
Roll a **D20 twice**.
**Both rolls must land on 1 — Combustionbender**
If a parent or grandparent is a Combustionbender, only one D20 is required:
**1 on D20 — Combustionbender**
Combustionbending training is extremely dangerous.
During every year of training, roll a D10.
**1 — Serious training accident**
If an accident occurs, roll a D6.
1 — Death
2 — Permanent disability
3–4 — Permanent scarring
5–6 — Serious injury, but eventual recovery
Airbending Rules
Air Nomad Bending
Children born to two traditional Air Nomads are automatically Airbenders.
They do not make the normal Bender/Non-Bender roll.
Children with only one Air Nomad parent follow the normal mixed-nation bending rules.
Airbending Master Tattoos
Air Nomad tattoos must be **earned**.
An Airbender cannot receive their tattoos simply because they reach adulthood.
They must first reach **Master Airbender** status.
Once they become a Master, you may permanently add their tattoos in CAS.
Unaided Flight
True unaided flight is extraordinarily rare.
Only an Airbending Master who has released their major earthly attachments may attempt to achieve it.
Roll a **D20 once**.
**1 — Achieves Flight**
If unsuccessful, they cannot simply roll again the following year.
Ordinary glider-assisted flight does not require this ability.
Spiritual Projection
Spiritually Gifted Advanced or Master Airbenders may attempt to learn Spiritual Projection.
Roll a **D12**.
**1 — Capable of Spiritual Projection**
If taught by another Sim who knows the technique:
**1–2 — Capable**
Spiritual Rules
Spiritual Sensitivity
Every child may potentially be unusually sensitive to spirits, regardless of whether they are a Bender.
Roll a **D12 at birth**.
**1 — Spiritually Gifted**
Air Nomads instead succeed on:
**1–3 on D12**
Spiritually Gifted Sims may have an increased ability to:
See spirits
Communicate with spirits
Enter the Spirit World
Become spiritual leaders
Experience visions
Develop advanced spiritual abilities
Non-Benders can be Spiritually Gifted.
Spirit Encounters
When a household experiences a major Spirit encounter, roll a **D6**.
1–2 — Benevolent Spirit
3–4 — Neutral Spirit
5–6 — Hostile Spirit
Benevolent Spirits may provide protection, healing, information, good fortune, or another appropriate benefit.
Neutral Spirits generally leave the household alone unless provoked.
Hostile Spirits may cause injury, illness, disappearances, property damage, possession, or death.
Spirit Possession
If a Sim has a hostile Spirit encounter, roll a **D10**.
**1 — Possessed**
Once per year, roll a D4 for a possessed Sim.
**1 — Spirit voluntarily leaves**
The Avatar or an appropriately skilled Spiritually Gifted Sim may attempt to remove the Spirit.
Roll a D6.
**1 — Successful**
A spiritually trained Master succeeds on:
**1–2 — Successful**
Entering the Spirit World
Ordinary Sims who deliberately enter the Spirit World must roll a **D10**.
**1 — Becomes trapped in the Spirit World**
A trapped Sim must remain away from their household until rescued or released.
Spiritually Gifted Sims instead roll a D20.
**1 — Becomes trapped**
The Avatar does not make this roll during ordinary spiritual meditation.
Spirit-Touched Children
If a Spirit permanently takes human form and has a child with a human, roll a **D6** for every baby.
1–3 — Ordinary Human
4–5 — Spiritually Gifted
6 — Spirit-Touched
Spirit-Touched Sims may have unusual appearances, longer lifespans, stronger spiritual abilities, or other traits appropriate to their Spirit parent.
Being Spirit-Touched does **not automatically make the Sim a Bender**.
Animal Companion Rules
Animal Companions
Beginning in childhood, Sims may form a lifelong bond with an animal companion.
Roll a **D10 when the Sim becomes a Child**.
**1 — Gains an Animal Companion**
The animal should remain primarily bonded to that Sim.
If the Sim dies, roll a D4.
**1 — Animal bonds with another family member**
**2–4 — Animal does not accept another permanent companion**
Ordinary household pets and livestock do not require this roll.
Sky Bison
Traditional Air Nomad children have a much greater chance of bonding with a Sky Bison.
When an Air Nomad becomes a Child, roll a **D4**.
**1–3 — Bonds with a Sky Bison**
A Sky Bison belongs to their bonded companion for life.
They cannot simply be inherited by the household's next heir.
Dragons
While Dragons are still sufficiently numerous in your timeline, Master Firebenders may potentially encounter one.
If a Master Firebender encounters a Dragon, roll a **D12**.
**1 — Dragon accepts them**
A Firebender accepted and trained by Dragons receives **one reroll on future Firebending mastery rolls**.
The second result is final.
Once Dragons become nearly extinct, random Dragon encounters are no longer available.
Fire Nation Rules
Agni Kai
Fire Nation Sims may challenge another Firebender to an **Agni Kai** when appropriate.
If an Agni Kai occurs, determine the loser using your normal combat system.
The loser rolls a D6.
1 — Death
2 — Permanent severe burns/scarring
3–4 — Serious injury
5–6 — Defeated without permanent injury
A Sim may surrender if your storyline allows it.
Refusing a legitimate Agni Kai may damage the Sim's Honor.
Fire Nation Honor
Fire Nation families may track their social Honor.
Use:
Highly Honored
Honored
Normal
Low Honor
Disgraced
Honor may increase through:
Military victories
Government service
Prestigious marriages
Producing accomplished Firebenders
Serving the Fire Lord
Major achievements
Honor may decrease through:
Desertion
Treason
Criminal behavior
Public humiliation
Disobeying the Fire Lord
Major military failures
Losing an important Agni Kai
Disgraced families may lose wealth, occupations, marriage opportunities, military positions, or political influence.
Fire Nation Heirs
Ordinary Fire Nation families may use the normal inheritance rules.
However, powerful military and noble families may favor Benders.
If the first-choice heir is a Non-Bender and has a younger Firebending sibling, roll a **D4**.
**1 — Younger Firebender replaces them as heir**
If the roll fails, the original heir remains.
Once you establish a family as using Bender-preference inheritance, continue using the rule for future generations.
Earth Kingdom Rules
Earth Kingdom Inheritance
Earth Kingdom families normally follow the inheritance rules appropriate to their individual culture, region, and class.
Being a Non-Bender does **not automatically disqualify an heir**.
Land and property should be especially important for established Earth Kingdom families.
If a household loses its land through conquest or confiscation, they lose the associated family wealth even if the family survives.
Earth Kingdom Regional Differences
The Earth Kingdom is enormous and should **not be treated as one identical culture**.
Families from different regions may have different:
Clothing
Foods
Marriage customs
Occupations
Architecture
Wealth
Attitudes toward Bending
You may establish separate family rules for individual Earth Kingdom regions and continue them through descendants.
Water Tribe Rules
Water Tribe Families
Water Tribe households may operate more communally than ordinary Decades households.
Orphaned children should preferably be raised by:
Grandparents
Aunts or uncles
Adult siblings
Other members of the Tribe
Children do not need to leave their community simply because both biological parents die.
Water Tribe Healers
Households containing established healing families receive an increased chance of producing future healers.
If a child's parent or grandparent is a trained Waterbending healer, use the improved **1–3 on D6 Healing Aptitude roll**.
This allows healing traditions to develop into recognizable family lines.
War Rules
Military Service
Benders and Non-Benders may both serve during wars.
Eligible Sims may be:
Soldiers
Sailors
Officers
Scouts
Healers
Engineers
Resistance fighters
Other appropriate military roles
Benders receive advantages where specified, but **Bending does not make a Sim immune to war deaths**.
War Outcomes
When a Sim would normally make a general war survival roll, you may use a D6 to determine what happens instead of making every failed roll an immediate death.
1–2 — Death
3 — Captured
4 — Seriously wounded
5 — Missing
6 — Returns safely
A seriously wounded Sim must also make any appropriate injury/disability rolls.
Prisoners of War
Captured Sims must leave their normal household while imprisoned.
Roll a **D6 annually**.
1 — Dies in captivity
2 — Escapes
3 — Released
4–6 — Remains imprisoned
A successful escape returns the Sim to their household unless returning home would be unsafe.
Missing Sims
A Sim declared Missing does not immediately count as dead.
Roll a **D6 annually**.
1 — Confirmed dead
2 — Returns home
3–6 — Remains missing
Their spouse cannot automatically remarry while their fate remains unknown unless your normal remarriage rules specifically allow it.
A Sim may therefore return years later to discover their children grown, their property gone, and everyone having had a generally terrible time.
Occupation
If a Sim's homeland is occupied by another nation, the family does **not automatically have to leave**.
Once annually, occupied households may roll a **D10**.
1 — Property confiscated
2 — Household member arrested
3 — Forced labor
4 — Severe food shortage
5 — Household member joins Resistance
6 — Household collaborates with occupiers
7–10 — No major event
Resolve deaths or injuries caused by these events using the normal challenge rolls.
Resistance
Teen and Adult Sims living under occupation may join a resistance movement.
Roll a **D10 annually**.
**1 — Joins Resistance**
If a parent, sibling, or spouse is already a Resistance member:
**1–2 — Joins Resistance**
Resistance members must make an additional annual D10.
1 — Killed
2 — Captured
3 — Injured
4–10 — Remains active
Refugees
If a settlement is destroyed or a household is forced to flee, surviving Sims become **Refugees**.
They may flee to:
Another settlement in their nation
An allied nation
A neutral settlement
A hidden settlement
Refugees may only take possessions they can carry
These rules are an additional themed layer for a Several UDO/Decades save. Normal rules for aging, pregnancy, birth, maternal and infant mortality, disease, ordinary marriage, historical events, and general death rolls still apply unless a rule below specifically changes them. When canon accuracy and playable Sims storytelling disagree, playability wins.
Every founding noble family belongs to a House. You may use a canon House or create an original one. Record the House Name, Region, House Words, Sigil, Religion, Social Rank, Starting Wealth, Ancestral Seat, and current heir. Legitimate descendants continue the House unless marriage or inheritance establishes otherwise.
Use the following order. Rank affects marriage prospects, ransom, court access, military obligations, political influence, and how much scandal a family can survive:
Smallfolk
Merchant/Common Wealthy
Landed Knight
Minor Noble House
Major Noble House
Great House
Royal House
Wealth and rank are related but not identical. A merchant may be richer than a lord and still be expected to bow to him.
The ancestral seat and most major property belong to the House and normally pass with the heir. Younger children may receive a marriage settlement, smaller estate, career, religious or military position, personal property, or nothing if the family cannot afford generosity.
Most Westerosi noble Houses use this succession order:
1 — Eldest legitimate son
2 — His legitimate descendants
3 — Next legitimate son and his descendants
4 — Remaining sons and their descendants
5 — Eldest legitimate daughter and her descendants
6 — Remaining daughters and their descendants
A deceased elder son's child remains ahead of a living younger son. Do not silently promote the uncle because he is easier to play.
Dornish Houses may use absolute primogeniture: the oldest legitimate child inherits regardless of sex. A younger brother does not replace an older sister.
Royal succession may produce competing claims through parentage, marriage, royal descent, legitimization, conflicting interpretations of law, or political and military support. Track claims as Strong or Weak. A dragon does not make a legal argument clearer, but it can make the claimant substantially harder to ignore.
Illegitimate children do not normally become primary heir, inherit the ancestral seat or titles automatically, or automatically take their father's House name. They may receive money, property, education, knighthood, careers, positions, or marriage.
Recognized highborn bastards may use a regional name:
Crownlands — Waters
Dorne — Sand
Iron Islands — Pyke
North — Snow
Reach — Flowers
Riverlands — Rivers
Stormlands — Storm
Vale — Stone
Westerlands — Hill
Do not automatically give every illegitimate commoner a regional bastard name.
A ruler may legitimize a bastard. The Sim may then take the House name and enter succession, but does not necessarily move ahead of existing legitimate descendants. If supporters disagree, roll the Succession Crisis table. Congratulations, the family tree is now a battlefield.
A House becomes extinct when no eligible descendants remain. A daughter may preserve the dynasty by requiring her children to take her House name. A landed younger child may create a cadet branch with a modified name or sigil, new words, and a separate estate. Cadet branches may later inherit the senior line.
Noble marriage may secure alliances, wealth, land, claims, peace, prestige, armies, or heirs. Love is permitted, but the family is not required to consider it strategically useful. Children may be betrothed before marriage age.
When a House breaks a betrothal, roll a D6:
1 — Other House accepts it
2–3 — Relationship damaged
4–5 — House becomes hostile
6 — Feud begins
Consider rank, wealth, claims, military power, religion, reputation, age, fertility, and heir status. If the result is uncertain, roll a D6:
1–3 — Accept
4–5 — Demand better terms
6 — Refuse
Shift the result one step toward acceptance for a major advantage or toward refusal for a major disadvantage. Settlements may include money, land, jewelry, offices, military promises, political support, or debt forgiveness.
Children normally belong to their father's House. A ruling heiress may require her spouse or children to take her House name so the dynasty survives.
For an elopement opposed by either House, roll a D6:
1 — Family eventually accepts
2 — Anger, but no permanent punishment
3 — Couple loses financial support
4 — Sim is disinherited
5 — Couple is exiled
6 — House attempts annulment or separation
Remarriage is allowed, especially when an heir or alliance is needed. A widow may remain with her husband's House, return to her birth family, serve as Regent, receive separate property, remarry, or enter religious life.
Suggested mourning:
Ordinary family — 3 months
Parent, sibling, or child — 6 months
Spouse — 1 year
Monarch — 3–12 months of realm mourning
Political necessity may shorten mourning. Politics has never been especially respectful of anyone's grieving schedule.
Use annulment or separation rather than easy modern divorce. Possible grounds include non-consummation, invalid vows, prohibited kinship, coercion, or a pre-existing marriage.
After 5 years without a living child, optionally roll a D6:
1–2 — Family accepts the situation
3 — Seek a healer or Maester
4 — Political pressure increases
5 — Seek annulment
6 — Consider a replacement marriage or alternate heir
Noble and royal couples should generally continue trying until they have a living heir and at least one additional eligible child. Male-preference Houses may continue trying for sons. Normal Several UDO pregnancy and mortality rules still apply.
Do not permanently settle succession while a dead nobleman's widow may be pregnant. A posthumous legitimate child has normal inheritance rights and may displace the temporary heir.
Royal children usually marry royalty, Great Houses, foreign nobles, or vital allies. Recognized royal bastards may receive land, money, offices, or prestigious marriages but do not automatically inherit. Weak legitimate succession can turn them into claimants. Legitimizing several royal bastards requires a Succession Crisis roll for each serious rival claimant.
For discovery of an affair, roll a D10:
Ordinary affair — 1–3 = discovered
Royal, heir, or closely watched affair — 1–5 = discovered
Public suspicion is separate from biological parentage. A suspected royal child may attract factions even when the accusation is false.
Highborn children may be fostered with another House for education and alliance-building. Political hostages are normally treated safely while their House remains obedient; rebellion may change that. Highborn boys may serve as Pages and later Squires, and Squires may accompany Knights to war.
A major court may include family, wards, hostages, Knights, ladies-in-waiting, Maesters, Septas or Septons, advisers, guards, servants, entertainers, and political guests. Useful offices include Hand, Castellan, Steward, Master-at-Arms, Maester, Captain of Guards, Master of Coin, Master of Laws, Master of Ships, and Master of Whisperers.
A royal Small Council may formally include the Hand, Master of Coin, Master of Laws, Master of Ships, Master of Whisperers, Grand Maester, and Lord Commander of the Kingsguard.
Roll a D12 annually for a major or royal court:
1 — Assassination plot
2 — Affair discovered
3 — Embezzlement
4 — Spy discovered
5 — Secret alliance
6 — Marriage plot
7 — Serious rivalry
8 — Blackmail
9–12 — No major scandal
Once per reign, roll a D10. On 1–2, the monarch gains a powerful Favorite. The Favorite may receive wealth, land, office, influence, or marriage opportunities. Once extremely powerful, roll annually: 1 on D10 = court backlash.
The usual path is Page → Squire → Knight. Commoners may earn knighthood through exceptional service. Knights use “Ser.” Knighthood does not remove inheritance rights.
When serious training begins, roll a D6:
1 — Poor Fighter
2–3 — Average
4–5 — Skilled
6 — Exceptional
An Exceptional fighter may reroll one failed personal-combat roll per event. The second result is final.
Tourneys may include jousting, melee, archery, and feasting. For every participant in a dangerous event, 1 on D20 = major accident. Roll a D6:
1 — Death
2 — Permanent disability
3–4 — Serious injury
5–6 — Recovery
Winners may gain money, prestige, court positions, marriage offers, or rivals.
For a defeated duelist, roll a D6: 1 death; 2 permanent disability; 3–4 serious injury; 5–6 no permanent injury. In an accepted Trial by Combat, the winner's side is legally vindicated and the loser's side is guilty, regardless of what actually happened.
For each participating named Sim after a major battle, roll a D6:
1–2 — Death
3 — Captured
4 — Seriously wounded
5 — Missing
6 — Returns safely
For a permanent battle injury, roll a D10:
1 — Loses an eye
2 — Loses a hand or arm
3 — Loses a foot or leg
4 — Permanent mobility impairment
5 — Severe facial scarring
6 — Other permanent scarring
7 — Chronic pain
8–10 — Full recovery
Adjust an anatomically impossible result. Disability alone does not remove an heir from succession.
Noble captives may be ransomed, exchanged, held as hostages, released, executed, or allowed an escape attempt. Suggested ransom:
Landed Knight — §1,000
Minor Noble — §2,500
Major Noble — §5,000
Great House member — §10,000
Great House heir — §15,000
Royal — §20,000+
A family may refuse to ransom an inconvenient relative.
For a missing Sim, roll annually on a D6: 1 confirmed dead; 2 returns; 3 found alive as prisoner; 4–6 still missing. If an heir returns after someone else inherited, decide whether the current holder yields. If not, you now have a succession crisis.
A bannerman without a serious grievance answers on 1–5 on D6 and refuses on 6. With a serious grievance: 1–3 answers; 4–5 refuses; 6 joins the enemy.
A normal ally: 1–4 honors the alliance; 5 refuses; 6 remains neutral or joins the enemy. A marriage ally: 1–5 honors; 6 refuses.
Feuds may begin after murder, broken betrothal, theft of land, humiliation, abduction, disputed inheritance, or betrayal. Roll a yearly D10:
1 — Your House member murdered
2 — Rival House member murdered
3 — Property attacked
4 — Duel
5 — Abduction
6 — Political retaliation
7 — Attempted reconciliation
8–10 — No escalation
After a family murder, roll a D6: 1–2 accept legal resolution; 3–4 demand compensation; 5 demand exile or punishment; 6 demand blood.
Bread and salt establishes Guest Right. Host and guest may not intentionally harm one another while protected. Breaking Guest Right gives the offender and House a severe, lasting reputation penalty. A publicly known Kinslayer receives a major permanent reputation penalty even when the killing was politically useful.
Criminal trials may be fair, politically influenced, or replaced by Trial by Combat. A legal execution is automatic death unless a specific supernatural rule intervenes.
For a defeated rebel House, roll a D6:
1 — Pardoned
2 — Fine or hostages
3 — Loses some land
4 — Lord executed; heir keeps lands
5 — House stripped of titles
6 — House destroyed or dispossessed
Rulers may grant or strip titles. Newly ennobled families may create new Houses.
When succession is genuinely disputed, roll a D6: 1–2 accepted; 3 political dispute; 4 claimant gathers supporters; 5 House splits; 6 succession war.
Children may inherit. Roll a D6 for the Regent: 1 extremely loyal; 2–3 generally loyal; 4 self-interested; 5 corrupt; 6 attempts to seize power.
For an exceptionally unclear royal succession, hold a Great Council. Great Houses support claimants according to claims, alliances, religion, fear, and advantage. Each serious losing claimant rolls a D6: 1–4 accepts; 5 privately maintains the claim; 6 rebels.
Final vows remove marriage, legitimate children, land, titles, and inheritance. Roll annually: 1 on D20 = death in service, unless a specific major event replaces the roll. A deserter rolls a D6: 1–4 captured and executed; 5 escapes but remains wanted; 6 disappears successfully.
Traditional Kingsguard cannot marry, have legitimate children after joining, hold independent lands, or normally inherit. When a protected monarch receives a death result during an attack, roll a D6: 1–3 = a Kingsguard takes the death result instead. Choose or roll which present guard intervenes.
Maesters train at the Citadel. Final vows normally remove marriage and inheritance. A household with a resident Maester receives one reroll of one illness death per year; the second result is final. Specialties may include healing, ravencraft, history, warcraft, astronomy, or higher mysteries. Only one Grand Maester serves at a time, and a new Maester need not serve his birth House.
Septons and Septas may lead worship, educate children, arrange or witness marriages, advise courts, or live in religious communities. Silent Sisters prepare the dead and ordinarily surrender marriage and secular careers. Vowed religious Sims generally leave succession unless released from vows.
Northern and First Men Houses may worship in a Godswood before a Heart Tree. Marriage, oaths, judgment, and political promises may be witnessed there. The Old Gods require no formal clergy.
Ironborn may practice ritual drowning and revival. For a routine religious drowning, 1 on D20 = revival fails and the Sim dies. Ironborn culture may favor reaving, salt wives, thralls, and Kingsmoot politics when appropriate to the era and storyline.
A Red Priest may seek visions in flame. Roll a D10: 1 true vision; 2 partly true or misinterpreted; 3–10 nothing useful. The player must decide the vision's meaning before its outcome becomes known.
For a Kiss of Life, roll a D20: 1 = resurrection. If that Priest has resurrected someone before, 1–2 = resurrection. Each return should cause a lasting physical, emotional, or supernatural consequence. Death is not a revolving door, even when it occasionally forgets to latch.
Smallfolk need no formal House structure and usually have more freedom in spouse choice, but war harms them heavily. For a household in a war zone, roll a D10:
1 — Household member killed
2 — Home destroyed
3 — Crops or livestock destroyed
4 — Food stolen
5 — Forced to flee
6 — Family member recruited
7–10 — Avoids major direct harm
Merchants may become richer than nobles, marry into impoverished Houses, lend money to rulers, or be ennobled. Servants may include cooks, maids, grooms, guards, nurses, tutors, stewards, and entertainers. Relationships with nobles may result in secrecy, dismissal, patronage, marriage, or bastards depending on rank and region.
A mistress or paramour does not automatically become a spouse; children remain bastards unless legitimized. Dorne is more accepting of acknowledged paramours. Adult Sims may own, work in, or visit brothels where appropriate. Normal consent, pregnancy, legitimacy, and disease rules still apply.
Highborn Sims normally receive education. Smallfolk literacy depends on occupation, wealth, location, and patronage. A Maester, Septa, merchant parent, or literate employer may teach them. Relevant languages may include the Common Tongue, High Valyrian, Low Valyrian dialects, Dothraki, and the Old Tongue.
The North favors the Old Gods, hard winters, fostering, and older First Men traditions. The Vale values Andal nobility and mountain defense. The Riverlands are fertile and frequently marched across by everyone else's armies. The Westerlands draw power from mines and wealth. The Reach emphasizes chivalry, harvest, and courtly display. The Stormlands value martial strength and endure severe weather. Dorne permits absolute primogeniture and is more accepting of paramours and bastards. The Iron Islands may follow the Old Way. The Crownlands are shaped by royal court and proximity to power. Regional custom may modify reputation and marriage decisions but does not erase the rules above.
Highborn Sims may rule estates rather than hold a conventional job. Other suitable roles include Knight, soldier, sailor, guard, steward, healer, Maester, clergy, merchant, craftsperson, farmer, fisher, miner, servant, entertainer, spy, sellsword, and outlaw. Income and status should fit the role and the House's circumstances.
A dragon egg is House property unless explicitly gifted. Only a Sim with a plausible blood, magical, or story connection may attempt to hatch one. Once per egg and intended rider, roll a D20 under extraordinary conditions: 1 = hatches. Add one additional successful number for a major magical event or blood sacrifice, to a maximum of 1–3 on D20. A failed roll does not destroy the egg unless the story event would do so.
One living dragon normally has one rider at a time. An unclaimed dragon may be approached once per eligible Sim. Roll a D12:
1–2 — Bond succeeds
3–8 — Dragon refuses; Sim escapes
9–10 — Serious burn or injury
11 — Permanent disability
12 — Death
A Sim with established dragonrider ancestry may treat 1–3 as success. Exceptional magical circumstances may modify one step, but bravery alone does not make fire less hot.
A dragonrider grants their side one major military advantage and may force an enemy morale roll. An army facing a dragon rolls a D6: 1–2 holds; 3–4 retreats; 5 surrenders; 6 routs. Fortifications or another dragon shift one step toward holding.
After every major dragon battle, roll separately for rider and dragon. Rider: 1 on D10 = death or disappearance. Dragon: 1 on D12 = killed; 2 = permanently injured; 3–4 = wounded; 5–12 = survives. If dragons fight each other, roll twice for each dragon and use the worse result.
Wildfire cannot be safely extinguished by ordinary means and continues burning while fuel remains. When stored, moved, or used, roll a D20: 1 = accidental ignition. In war or large quantities, 1–2 = accidental ignition. Every named Sim in the immediate area rolls a D6: 1–3 death; 4 permanent burns; 5 serious injury; 6 escape.
When a bloodline with plausible First Men magic produces a child, optionally roll a D20: 1 = magical gift. Roll a D4: 1 greensight; 2 skinchanging; 3 both; 4 prophetic dreams only.
A green dream should be symbolic, incomplete, and written down before the related event. A skinchanger may bond with one animal at first and may attempt additional bonds after mastery. Entering a human mind is forbidden and should cause serious reputation and supernatural consequences if discovered.
Hiring a Faceless Man requires an extraordinary price appropriate to the target and employer. If the price is paid, the assassination succeeds unless protected by a specific magical countermeasure. The employer does not choose the form of payment, and “more gold” is not always an acceptable answer.
During an active Long Night or equivalent event, every corpse left unsecured in the affected region may rise as a wight on 1–4 on D6. Burning the body prevents this. Ordinary weapons may delay wights but do not permanently destroy them; fire, dragonglass, or Valyrian steel does.
For every named Sim caught in a wight attack, roll a D6: 1–2 death and rises; 3 death but body destroyed; 4 serious injury; 5 separated or missing; 6 escapes. A White Walker killed by dragonglass or Valyrian steel dies automatically. Without an effective weapon, the attacking Sim must flee or receive an automatic serious combat outcome.
Valyrian steel belongs to a House or sworn bearer and may be inherited, gifted, stolen, or captured. A trained bearer may reroll one failed combat result against a supernatural enemy per event. The second result is final.
Prophecy never gives the player permission to ignore established rolls. Record the wording first, then interpret it through later events. Blood magic, shadowbinding, curses, and other powerful magic require a meaningful price: death, infertility, illness, lost relationships, political disgrace, or another permanent cost.
Westerosi seasons do not follow ordinary yearly patterns. At the end of each game year, roll a D12. If the current season has lasted fewer than 2 years, it continues automatically. Otherwise:
1–8 — Current season continues
9–12 — Season changes
After a 5-year season, change occurs on 7–12. After a 10-year season, it occurs on 4–12. You may instead follow a canon timeline.
During winter, reduce harvest income, limit travel and weddings when appropriate, and apply the normal Several UDO scarcity and disease rules. In each winter year, every Smallfolk or impoverished household rolls a D10: 1 death from cold or hunger; 2 serious illness; 3 loses home or livestock; 4–10 endures. A stocked household, warm region, or powerful patron may reroll once; the second result is final.
At the beginning of each game year, roll a D20:
1 — Royal death or incapacitation
2 — Major rebellion
3 — Border war or invasion
4 — Great House feud
5 — Succession dispute
6 — Plague or severe disease season
7 — Famine or failed harvest
8 — Religious conflict
9 — Great tourney
10 — Royal progress or major court gathering
11 — Trade boom
12 — New title, office, or royal marriage
13 — Banditry or piracy
14 — Scandal at court
15 — Unusual omen
16 — Regional disaster
17 — Foreign claimant or envoy arrives
18 — Birth of an important heir
19–20 — No realm-wide event
Apply the event only where it creates playable consequences. A quiet year is allowed; the realm does not need to catch fire every Tuesday.
Identify the ruler, claimant or rebel cause, participating Great Houses, and each House's objective. Roll banner and alliance checks before the first battle. Resolve each campaign with enough battles to tell the story rather than rolling indefinitely. After the decisive battle, apply prisoner, injury, ransom, attainder, and succession rules.
Track reputation as Honored, Respected, Ordinary, Distrusted, or Infamous. Guest Right violations, kinslaying, oathbreaking, cowardice, cruelty, unpaid ransom, and repeated broken betrothals reduce it. Loyalty, generosity, military service, justice, successful diplomacy, and keeping oaths improve it. Reputation may shift uncertain marriage or alliance rolls one step.
At the start of each generation, choose or roll a D8:
1 — Secure the succession
2 — Rise one social rank
3 — Gain or recover land
4 — Arrange a powerful marriage
5 — Win royal office
6 — End or win a feud
7 — Restore wealth or reputation
8 — Advance a claimant
The objective guides decisions but does not cancel dice results or ordinary Sim autonomy.
You may follow canon, use canon only as a starting point, or create an entirely original history. Before play, decide which named events are fixed. When a canon event conflicts with the current save, adapt the roles to surviving Houses rather than resurrecting Sims solely to reproduce the book or show.
Maintain a House record containing the family tree, succession order, titles, lands, wealth, alliances, feuds, wards and hostages, claims, religion, reputation, dragon ownership, Valyrian steel, and major vows. Update it after every birth, death, marriage, legitimization, title change, or war.
Do not reroll because a result ruins the plan. Westeros is largely composed of plans being ruined by births, deaths, marriages, weather, pride, and people who were absolutely told not to do that.