Your liege is a king among kings; in his court, foreign princes do him homage, wise countrymen give him counsel, and spirits of air and flame and wood bend their knees to him. His kingdom extends from the salt-blasted coasts through the wavering grasslands and river valleys, and even pierces into the deep of the deserts. 

The people of the Kingdom do not think of themselves as one blood; only now, under his sagacious rule, they put aside their feuds. Through conquest, diplomacy, and spellcraft, your liege has united ancient foes: the far-riders of the veld, the pikemen of the crags, the merchant-lords of the Three Jeweled Cities. They do not love one another, but they respect the king—or fear him. 

You have an Office within his court—and with that title comes both Duties and Rights. Your liege will keep your counsel, for those seated around him are his trusted viziers; you may lead him into majesty or madness—but there can never be an easy, perfect peace. You must balance the Favor of the people, the Will of the gods, and the Demands of neighbor-states eager to seize mastery over all that your liege has built. 

***

Keeping Counsel is a game about political intrigue and difficult decisions. It is played by a group of people over several play sessions; players take on the role of viziers in the court of a great conqueror while one individual volunteers as the Speaker of Sorrows. It is the Speaker’s job to provide antagonism to the  characters, to portray the world, and to move the game towards interesting problems. 

To begin, pass a Liege sheet from player to player, beginning with the youngest and continuing on in order of age. Each player should answer one question on the sheet. Once this is complete, the Speaker will announce the name, history, and temperament of the liege, and use the Liege sheet to keep track of important information moving forward. 

Each player should take a Vizier sheet and decide upon their Office. Each Office comes with 13 Dice for Rights and 7 Dice for Duties. They should divide Dice among Rights and Duties; none may be higher than 5 at the start of the game.  When you enforce your Rights or attend your Duties, you will roll an equal number of six sided dice and compare the largest set of matching numbers to find the result. 

When a character acts within their Rights, they are empowered by the will of their liege. Roll a Right when…
●	...someone refuses, marginalizes, or derides your Right; they suffer Calamity. (This result is likely Reaching).
●	...you vigorously defend or utilize your Right; you gain an Advantage. 

When a character tends to their Duties with honesty and dedication, they are rewarded—but when they shirk their Duties, they suffer their lord’s ire. Roll dice equal your most relevant Duty whenever…
●	...You sacrifice your own desires, resources, or safety to further your Duty; you gain a Reward (This result is likely Reaching).
●	...Someone else meaningfully impedes your Duties; they suffer Calamity (This result is likely Reaching).
●	...You abandon, manipulate, or subvert your own Duties; you suffer Calamity. 

“Reaching” results may not be immediate—they depend upon your proximity to royal power. If your Rights are refused in the Court itself, your liege will mete out swift punishment to the transgressors; if you are far afield in the hinterlands of the Kingdom, you may be killed by brigands—but know that justice will catch up with them. 

Each vizier should also divide 5 Dice between Piety, Status, and Force. These Dice may be expended to add or subtract a die from any roll you make, but each colors your actions and results. 

When you expend Piety, you call upon your faithful service to your liege and your righteousness. Your actions will be judged as righteous, or at the least—understandable. 

When you expend Status, you leverage the station of your birth and your resources. Gold buys many men, and promises of gifts may still a mercenary’s sword. 

When you expend Force, you display your own skill and power. For most, this may be skill at arms or raw charisma, but it may also be used to evoke magic, especially for bound-spirits.

At the end of each scene, award the player to your left one point of either Piety, Status, or Force. You should generally award this based on how they comported themselves in the previous scene. 

In play, the Speaker has the sole right to narrate what the Liege says and does, but the players collectively have the sole right to narrate what the Liege thinks and believes, for they know his mind and heart. Whenever the Liege’s actions conflict with his beliefs, the viziers may each fully refresh their Piety, Status, or Force.

CALAMITY
No Matches	Mischief or minor misfortune. A humiliating or ironic punishment. Minor injury, exhaustion, or disfigurement.	
2 Dice	Meaningful and lasting embarrassment. A wound or malady; recovery will be slow but sure. Demotion of one rank, or forfeiture of significant resources. 	
3 Dice	Utter humiliation sufficient to humble even the noblest man. Terrible danger and potential disfigurement. Seven years humble service in chains. 	
4+ Dice	The destruction of your life, and the lives of any who abed you. Ignominy and derision throughout the known world. Painful, dishonorable death or imprisonment. 	

ADVANTAGE
No Matches	Someone will speak out on your behalf; ask the Speaker a question about something here within your Rights; someone will waver, hesitate, or have second thoughts. 	
2 Dice	You will find significant support or a meaningful ally; the Speaker will reveal some secret but important knowledge, or someone will defer to your counsel.	
3 Dice	You discover something of vital importance; you receive what you need to ensure (but not hasten) success; help appears even in an unlikely place.	
4+ Dice	Whatever you most need is currently at hand. 	

REWARDS
2 Dice	+1 to a Piety, Status, or Force--the Speaker chooses	
3 Dice	A new Right or Duty at 2 Dice, or +1 die to a Right or Duty	
4+ Dice	A new title--gain a second Office with a Right of 4 and a Duty of 3.	

A Pile of Chewable Bones:
●	What is on the Liege Sheet?
●	How does the Speaker perform their difficult job?
●	How does the Kingdom live or die, balancing the demands of the people, the whimsy of the gods, and the hunger of neighbor states?