Table of Contents

Bonds

Available Bonds

Best of Friends

Requirements:

Mechanical Effect options (pick one):

  1. +1 hit when on a Quest or in a Melee or Joust alongside your Best Friend.
  2. When your Realm takes the Support action to assist the Realm of your Best Friend, this action provides an extra +1 Strength. You may perform this action by presenting your Best of Friends Bond to the Conquest Refs.
  3. When you cast a spell targeting your Best Friend, you won't miscast if you are 1 Bean above or below the Cost.

Roleplaying Effect: You feel <FEELING> in the presence of your Best Friend


True Love

Requirements:

Mechanical Effect options (pick one):

  1. A HEAL from your true love always restores you to full hits.
  2. Once per event, in Conquest, a Territory in your True Love's Realm gains +5 Strength for the duration of the phase. You may perform this action by presenting your True Love Bond to the Conquest Refs.
  3. You may take the effect of a Curse in the place of your True Love. This can only happen once per Curse and at any time after the Curse has been cast by informing a Ref. The person who placed the Curse will be informed.

Roleplaying Effect: You feel <FEELING> in the presence of your True Love.


Nemesis - CURRENTLY HOLDS NO POWER

Requirements:

Mechanical Effect options (pick one):

  1. After winning against your Nemesis in a contest agreed upon with a relevant authority, gain +1 hit for the next 12 hours.
  2. Once per phase in Conquest, a specified Force gains +1 Strength if they attack the Realm of your Nemesis. You may perform this action by presenting your Nemesis Bond to the Conquest Refs.
  3. When contributing Blood to the cost for Curses against your Nemesis, those they are Bonded to, and their home Realm, you lose 1 fewer body hit. (e.g. 1 Blood cost is free, 2 Blood cost is 1 hit, etc)

Roleplaying Effect: You feel <FEELING> at the mere mention of your Nemesis.


Most Trusted Servant

This is a bond between a Master and Servant - you must state who is who on creation of the bond.

Requirements:

Mechanical Effect options:

  1. Once per hour, the Servant gains 3 uses of RESIST while defending their Master.
  2. Once per Conquest phase, the Servant of a Monarch or a General for a Realm may choose to give an order in Conquest that overrides that of their General. Present your Bond to the Conquest Refs when you wish to do so, as well as the order you wish to submit.
  3. Once per Event, a Most Trusted Servant may collect twice the number of resources that their Master could collect if sent in their stead.

Break Condition:

Roleplaying Effect: Masters feel <FEELING> about their Servants at all times.


Sage Mage

This is a bond between a Sage Mage and a Student - you must state who is who on creation of the bond.

Requirements:

Mechanical Effect options (pick one):

  1. The Sage may freely call YOU: REPEL against anyone attacking their student while the Student is reading a Scroll.
  2. Once per 12 hours, Students that are attempting to create a Conquest spell may, with their Sage supervising, avoid miscasting if they pay up to 1 Bean over or under.
  3. By expending 1 Blood from the consenting Sage, the student may reattempt a Miscast spell once every 12 hours by informing the Magic Ref of this bond when they inform you the spell is miscast.

Break Condition:

Roleplaying Effect: The Sage feels <FEELING> over their Student and a desire to teach them.


Wise Mentor

This is a bond between a Mentor and Apprentice - you must state who is who on creation of the bond.

Requirements:

Mechanical Effect:

  1. With the Mentor actively instructing at the time, the Apprentice may use one of the Mentor's skills. (e.g. Giving instructions on how to block with a shield, while the student is being attacked and is holding a shield.)
  2. Once per 12 hours, Apprentices may rescind a Conquest order that they have placed, if they are under the supervision of their Mentor. Present your Bond to the Conquest Refs to perform this action.
  3. Once per 12 hours, under the supervision of their Mentor, if the Apprentice miscasts a spell they may select one of two Miscast effects.

Break Condition:

Roleplaying Effect: The Mentor feels <FEELING> when advising their Apprentice.