Council of Un · for Ali · your second TTRPG

Welcome to Council

“The pen is mightier than the die.” — a lighter door in than the one Taxe got. Come to the table light. Ask questions. Let it come back slow.

I

Why Council Is Different From D&D

Council is built on words and choices, not dice rolls and luck. You already know homebrewed D&D — where the GM makes rulings and the players navigate the consequences. Council takes that idea further: your decisions are permanent records, and the game remembers what you choose.

CORE IDEA
Instead of rolling to see if you succeed, you commit to a plan, and the game tells you what happens. You win or lose based on resources — time, allies, reputation — not random chance.
D&D HomebrewsCouncil
You roll dice. Nat 20 = awesome, Nat 1 = bad luck.No dice at all. You choose your path, live with the consequences.
Ad hoc decisions. GM rules in the moment, can change between sessions.On the record. Every vote, every choice, gets written down and remembered.
Your character is isolated. You vs. the world; you die, you roll a new one.You're part of a Council. Your decisions affect everyone; you're building something together.
Fast, loose, fun. Things can be retconned; GM decides on the fly.Deliberate & binding. Once you vote, it's canon; the game holds you to your word.

Bottom line: D&D is about heroes on a quest. Council is about a Council making decisions that stick.

II

What Is “Un”?

Council of Un is a Stargate Atlantis–inspired game where you're not a crew of adventurers — you're a government.

“UN” IS A TITLE, NOT A PERSON
It means “the Council.” Whoever sits in the center chair is Un. Right now, that's Cinco (Taxe's character). Cinco is the one who votes. Cinco is the one whose decisions get recorded.

Everyone else advises. Heads of departments report to Un — they give counsel, they have opinions, but Un votes, and Un's vote is what matters. You're not a lone hero. You're part of a machine. Your decisions have weight because they're official.

III

Omar & Your Entry to Council

You're going to play Omar, who is waking up in the water with a broken memory. Omar was a key member of the crew — he made a decision (threw a grenade) that changed the course of the story. Then something happened, involving ascension, the water, and forces bigger than the Council. Now he's back, but he doesn't remember anything after the grenade. His godfather, Landis (the previous leader, now retired to a ship), finds him and brings him back to Atlantis.

YOUR JOB AS OMAR
Wake up confused. Ask questions. Learn that Cinco is now Un. Learn that the world has moved on. Figure out who you are now, with a blank slate from that grenade onward.

Unlike a typical D&D character, Omar doesn't drop into a quest. He drops into a political situation. Your penchant for chaos works great here — but it'll have consequences. If Omar decides to betray the Council, that's recorded. If Omar steals resources, the ledger notices. If Omar helps an enemy, that's permanent political ammunition against him later.

IV

How to Play Council — the Simple Version

  1. The Keeper describes a situation. “There's a Wraith in a cage. Cinco wants to interrogate it. Rainbow wants to torture it.”
  2. You decide what your character does. “Omar says, I want to let it go and see what happens.” Or: “I side with Rainbow.”
  3. The Keeper narrates what happens. Not random — based on the logic of the world and what makes sense.
  4. Someone writes it down. The vote goes in the record. Omar's betrayal is noted. The Council remembers.
  5. The story moves forward. Everyone deals with the consequences of what just happened.
KEY DIFFERENCE
There's no “rolling a Will save” or “I want to seduce the dragon.” You just do things. The Keeper tells you what happens. That's it.
V

Your Chaos Works Here (But Differently)

You love playing chaotic or evil characters — the ones who cause trouble, betray the party, steal stuff. Council doesn't stop you. But here's the catch:

YOUR CHAOS IS RECORDED AND AFFECTS THE WORLD
If Omar steals from Cinco, Cinco will know. If Omar makes a deal with the Genii, that deal is binding. If Omar betrays a confidence, people will stop trusting him.

This is actually better for chaos, not worse — the chaos has real weight. Play your chaos. Do evil things. But understand: the Council will remember, and you'll have to live with the political fallout.

VI

Quick Q&A

Q: Do I need to read a bunch of rules before tonight?
A: No. Just show up. Landis will hand you Omar, Landis will give Cinco his letter, and you'll figure it out from there. The Keeper handles the mechanics.

Q: What if I don't know what to do?
A: Ask. The Keeper will ask you: “What do you do?” If you don't know, say so. That's a scene. Roll with it.

Q: Can I kill someone / betray the Council / break things?
A: Yes. But it will be written down. The Council will react. You can't undo it. Is that still fun? If yes, do it.

Q: What's the goal?
A: There is no “winning.” You're building a story about a Council making hard decisions. The fun is seeing how they play out.

VII

What Omar Knows

You've been gone. You're coming back with most of it missing — that's the point, and it's yours to play. Here is the little you carry, and nothing more.

WHAT YOU REMEMBER
One thing, sharp and whole: the grenade. You threw it. That moment survived whatever happened to you. Everything after it is fog.
You don't know how you got in the water. You wake up on a ship you don't recognize, with a man who says he's your godfather, and the strange certainty that the world moved on without you.
WHAT YOU'RE TOLD, COMING BACK
There is a Council now, and it runs things. The man who used to lead — Landis — has gone to sea. He's the one who pulled you out of the water. Your old crewmate Cinco sits at the head of the Council now; he answers to a title: Un.
A lot has changed. You'll feel behind. That's honest — you are behind. The rest you'll pick up by asking, by watching, and by making the kind of trouble you make.

You get a fresh start most characters never get. No one's holding your past against you. Whatever Omar was, you get to decide who he is now, from the water up.

One note before tonight: the Council has just captured a Wraith for interrogation. There's going to be torture, drug interrogation, chaos. Your penchant for chaos will fit perfectly. Welcome.
Here ends the welcome. The rest is yours to decide, seated, on record.
— the water remembers, even when you don't
← BACK TO COUNCIL OF UN