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Parley

Rule

Parleys are encounters you win by changing what CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. think or do.

Core Rule—Parley

A Parley starts when:

  • You call for talks with enemies, such as calling a truce or asking for their leader.
  • Enemies offer you terms.
  • Talks have a lot riding on them and the timing matters, such as a trial, a negotiation, or a vote.

During a Parley:

  • Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. tells you what’s on the line, and what ends it.
  • On your TurnTurn CombatTurns are the part of each Round when you get your chance to act., make one point. Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. may call for one CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something..
  • You can whisper plans, pass notes, and share what your ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). notices at any time.

A Parley ends when you strike a deal, one side walks away, or fighting starts.

Sources Player Codex, Encounters, Game Manual

History

  • 0.8.0 Beta Added · Oct 24, 2026 Some encounters aren’t fights. These give you rules for running, catching up, and talking.