πŸ“œ Rules Compendium

Every table from the Mythras Empires rules, rendered live from the game data.

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States & Empires

State Characteristics

Abbr.NameDescription
MILMilitary StrengthThe power of the state to exert military force.
LAWLawThe maturity of the state's governmental framework and stability of its social rules.
SIZSize (Population)An abstraction of how many people live in the state.
COMCommunicationThe ability to hold itself together through internal communications and info gathering.
RELReligionThe religious or spiritual strength of the state.
WTHWealthThe riches of the state in terms of property, assets, and natural resources.

Capabilities

CapabilityTypeBase FormulaDescription
CommerceBasicWTH + SIZCompetence and skill in trading with others.
DogmaBasicREL + LAWStrength of political and religious will.
EspionageBasicCOM + WTHDiscovering and keeping secrets.
GovernmentBasicLAW + COMCompetency of the state's government and bureaucracy.
WarfareBasicMIL + RELAbility to wage war effectively.
MagicAdvancedREL + SIZExpertise and reserves of magic.
CultureAdvancedCOM + 10Tradition of pursuits in the cultural arts.
TechnologyAdvancedLAW + WTHTechnological base and maturity.
DiplomacyAdvancedCOM + LAWRefinement of the political process to find peaceful resolutions.
LoyaltyAdvancedLAW + COM (cannot be bought; granted on conquest)Measurement of how loyal a province or dominion is to the ruling power.

Cultural Backgrounds

CultureCharacteristic ModifiersCapability BonusesAdvanced AccessDescription
BarbarianMIL 1D3, COM 1D3, SIZ -1D3, WTH -1D3dogma +10, warfare +20May buy: magic, diplomacy, culture; prohibited: technologyNo developed central capital, reliant on tribal and clan alliances. High propensity for violent conflict.
CivilisedLAW 1D3commerce +10, government +5May buy: magic, culture, technology, diplomacy, loyaltyUrban centers, organized bureaucracy, and developed trade systems.
MaritimeCOM 1D3commerce +15May buy: magic, culture, technology, diplomacy, loyaltyCivilised but with heavy reliance on the sea. Well developed navies and international trade.
PrimitiveMIL -1D3, LAW -1D3, SIZ -1D3, COM -1D3, REL -1D3, WTH -1D3dogma +15, warfare +5May buy: magic; prohibited: technology, culture, diplomacyNo government beyond tribal rituals. Hunter-gatherer subsistence.

Government Types

Up to two compatible types may be combined; Republic is a modifier combined with another type.

TypeCharacteristic ModifiersCapability BonusesChoicesDescription
AutocracyMIL +1warfare +10β€”Government by a self-appointed individual.
Aristocracyβ€”culture +5, government +10β€”Hereditary form of government.
DemocracyCOM +1diplomacy +10β€”Power within the hands of the people.
Despotismβ€”espionage +10, warfare +5β€”Rule by a single authority with absolute power.
Diarchyβ€”government +10choose 1 of culture/diplomacy +5%Form of rule in which two diarchs are heads of state.
GerontocracyLAW +1diplomacy +10β€”Rule by leaders significantly older than most of the population.
Meritocracyβ€”β€”choose 1 of law/com +1 (char); choose 1 of diplomacy/government/warfare +10%Power given to those who demonstrate capability.
Monarchyβ€”culture +5choose 1 of diplomacy/government/warfare +10%Ruled by a King or Queen.
PlutocracyWTH +1commerce +10β€”Government by the wealthy.
Theocracyβ€”β€”choose 1 of espionage/magic/warfare +10%Government by a religious elite.

Military Damage

Based on MIL fielded/remaining, re-evaluated every battle round. Add +1 per full 50% of Warfare.

MILDamage
1–21
3–41D2
5–61D4
7–91D6
10–121D8
13–151D10
16–181D12
19–202D6
21–232D8
24–262D10
27–292D12
30–323D6
33–353D8
36–383D10
39–403D12

Population by SIZ

Beyond SIZ 21, add 0.25 million per additional point.

SIZPopulation
1100,000
2300,000
3500,000
4650,000
5800,000
61,000,000
71,250,000
81,500,000
91,750,000
102,000,000
112,250,000
122,500,000
132,750,000
143,000,000
153,250,000
163,500,000
173,750,000
184,000,000
194,250,000
204,500,000
214,750,000

National Events

Good Fortune Events

Category d100: 01–20 Cultural, 21–40 Economic, 41–60 Military, 61–80 Nature, 81–00 Political/Religious; then 1D10 on the category table.

1D10CategoryEventDescription
1CulturalSocial AdvanceA breakthrough in some form advances the mechanics of society. Increase the WTH Characteristic by 1.
2CulturalFortuitous MarriageA member of the ruling class makes a fortuitous political marriage, bringing 1 additional Wealth Point for this year.
3CulturalFashion ShiftA trend captures the mood. Either increase WTH by 1 or gain +1D4+1% to Culture (grant at base if missing).
4CulturalMajor Text or PhilosophyAn important educational work brings renown. Dogma or Government increases by 1D4+1%, or gain +1 to COM or LAW.
5CulturalFestival or Market ProsperityA cultural tradition attracts interest. Either increase WTH by 1 or gain +1D4+1% to Commerce or Dogma.
6CulturalImportant PersonAn individual rises to prominence culturally. Gain +1D4+1% to Culture (grant at base if missing).
7CulturalImportant EventAn important cultural event takes place. Roll Government: Crit: +1 WTH and +1 LAW. Success: +1 WTH or +1 LAW. Fumble: -1 WTH or -1 LAW.
8CulturalCultural InfluenceCustoms from outside have an impact. Roll Culture (or Government -20%): Crit: Culture +15% (or base+5%). Success: Culture +5% (or base). Fumble: lose 1 WTH, LAW, or COM.
9CulturalArtistic DiscoveryA major lost artwork is rediscovered. Either keep it (+1 COM) or sell it (+1 WTH).
10CulturalCultural ExchangeA shared social pursuit develops a diplomatic relationship. Gain +1D4+1% to Diplomacy (grant at base if missing).
1EconomicTechnological BreakthroughA discovery provides +1 WTH, technology at base, or +5% to Technology.
2EconomicTrading SuccessA trading mission has profound success. Gain 1D3 Wealth Points.
3EconomicImproved CommunicationsTrading efforts establish new routes of communication. Improve COM by 1.
4EconomicPromising NegotiationsMercantile negotiations establish future trade. Gain 1D3 Wealth Points next year.
5EconomicKnowledge is PowerMerchant venturers establish intelligence contacts. Increase Espionage by 1D4+1%.
6EconomicSteady Trade AvenuesCommercial efforts create stable markets. Gain 1 WTH.
7EconomicTribute ReductionIf the state pays tribute, it is lowered by 1 WP for this year.
8EconomicImproved EfficiencyFiscal efficiency allows one Characteristic to go unfunded without penalty this year.
9EconomicNew StrategiesThe mercantile class develops new trading strategies. Increase Commerce by 1D4+1%.
10EconomicNew Goods for SaleThe state develops something brand new. Gain 1D3 Wealth Points and increase COM by 1.
1MilitaryPrudent SpendingMilitary costs are optimized. MIL can go without funding this year.
2MilitaryElite UnitsInvestment in elite units pays dividends. Roll Government: Crit: MIL +2 this year (free). Success: MIL +1 this year (free). Failure: MIL +1 next year (normal).
3MilitaryStrategic ImprovementsStrategic and tactical thinking improve. Gain 1D4+1% to Warfare.
4MilitaryWeapon ExcellenceWeapon improvements mean Military Damage increases by 1 step for this year only.
5MilitaryMercenary CapitalMercenaries hired to foreign powers earn money. Gain 1 WP.
6MilitaryPiracy and PrivateersSanctioned privateers. Roll Warfare: Crit: +1D3+1 WP. Success: +1 WP. Fumble: selected enemy state declares war next year.
7MilitaryMilitary ResearchResearch leads to technology gains. Gain +10% to Technology (or base value if missing).
8MilitaryA Hero EmergesA military hero emerges. Gain +1D4+1% to Diplomacy, +1 COM, or +1D4+1% to Warfare.
9MilitaryNew Communication RoutesMilitary pathfinder expeditions open routes. Gain 1 COM.
10MilitaryMilitary SupportThe military backs the rulers. Gain +1D4+1% to Government (or Dogma if theocracy).
1NatureBumper HarvestPeasant industry yields fruit. Increase Wealth Points by 1D3.
2NatureResource DiscoveryA seam of coal or precious metal is discovered. Next year, WTH is permanently increased by 1D3.
3NatureBaby-BoomAn increase in fertility boosts population. Increase SIZ by 1 and gain 1 additional WP.
4NatureNatural Disaster (Neighbor)Disaster strikes a neighbor, opening markets. Gain 1D3 WP this year.
5NatureNature's BountyNature is favorable. Next year, ignore any one Mishap result.
6NatureTrade WindsFavorable winds bring new merchants. Gain 1 WTH and 1 COM.
7NatureDisease-Free YearNo reports of plague. Reduce Insurrection chance by 10% and gain +1D4+1% to Government.
8NatureMiracle of NatureA disaster is miraculously averted. Gain +1D4+1% to Dogma as the populace gives thanks.
9NatureQuality of GoodsLivestock and crops are superb. Gain one additional Improvement Roll for this year.
10NatureSilver LiningsRoll on the Nature Mishap table; however, next year WTH is permanently increased by 1D3.
1Political/ReligiousMagical BenevolenceA gift from the gods. Increase any one Capability by 1D4+1% and WTH by 1.
2Political/ReligiousPolitical UpheavalSudden change. Roll Government: Crit: +3 WP. Success: +1D2 WP. Failure: -1D2 WP. Fumble: -3 WP. All: Insurrection +10%.
3Political/ReligiousReligious UpheavalReligious costs shift. Roll Dogma: Crit: REL free upkeep. Success: REL upkeep is 1 WP/5. Failure: REL upkeep is 1 WP/3. Fumble: REL upkeep normal but Dogma unusable. All: Insurrection +10%.
4Political/ReligiousTribute ReductionIf state pays tribute, it is lowered by 1 WP for this year.
5Political/ReligiousFortuitous DiplomacyDiplomacy bodes well. Roll Diplomacy: Crit: +1D3 WP or +1 Improvement Roll. Success: +1 WP. Fumble: extra Mishap next year.
6Political/ReligiousReligious DiscoveryPriests resolve many questions. Gain +1D4+1 to Magic or Dogma Capability.
7Political/ReligiousHeroic LeaderThe Ruler emerges as a hero. Increase LAW by 1 and reduce Insurrection chance by 10%.
8Political/ReligiousCentre of PilgrimageA site becomes an object of pilgrimage. Increase REL and WTH by 1D3.
9Political/ReligiousRebellion QuelledRoll Espionage: Crit: +1D4+1% to Government or Warfare. Success: +1 WP. Fumble: Roll immediately on Military Mishaps.
10Political/ReligiousImproved EfficiencyEfficiency means one characteristic does not need to be funded this year.

Mishap Events

1D10CategoryEventDescription
1CulturalCultural Faux PasA cultural mistake occurs. Lose 1 WTH unless a Diplomacy roll is successful.
2CulturalCultural SchismA schism leads to crisis. Roll Government or Dogma to avoid losing 1 LAW or 1 REL.
3CulturalSocial UnrestFailures in social policy increase Insurrection chance by +10%.
4CulturalCrimeRoll Government: Failure: crime escalates, lose 1 WTH. Fumble: lose 1D3+1 WTH.
5CulturalCultural Set BackRepression or stagnation sets back society. One Improvement Roll is lost.
6CulturalCultural SubservienceInterference by outside beliefs. Roll Culture (or Government -20%): Failure: gain a further Mishap this year.
7CulturalRegressionCustoms undergo regression. Reduce WTH by 1 or forfeit one Improvement Roll.
8CulturalUnpalatable BeliefsA sect develops beliefs at odds with norms. Lose 1D3 WTH. Gov or Dogma roll reduces loss by 1 WTH.
9CulturalA Hero DiscreditedA hero is discredited. Roll Espionage: Failure: lose one Improvement Roll this year.
10CulturalVile Foreign PropagandaForeign enemies spread lies. Roll Diplomacy or Government -20%: Failure: lose 1D3 WTH or 1D3 COM.
1EconomicTrade DisasterTrading mission fails. Roll Commerce: Crit: +1 WP. Success: no loss. Failure: lose 1D3 WP. Fumble: lose 3 WP.
2EconomicMismanagement of the EconomyGovernment badly mismanages. Lose 1 WP this year.
3EconomicFinancial CorruptionTreasury officials misappropriate funds. Lose 1 WTH and increase Insurrection chance by +5%.
4EconomicIncreased OverheadsThe upkeep cost of one Characteristic is increased by 1D3 WP this year.
5EconomicEconomic EspionageRoll Espionage to root out spies: Failure: lose 1 WTH or one Improvement Roll.
6EconomicFalse HopesEconomic prospects fail. Roll Government: Crit: averted. Success: -1 WP. Failure: -1 WP and Insurrection +10%. Fumble: -1D3-1 WP (lose 1D3+1) and Insurrection +10%.
7EconomicTrade Routes CrippledBandits or pirates raid routes. Roll Warfare: Crit: Averted. Success: Lose 1 WP. Failure: Lose 1 WTH and 1 COM. Fumble: Neighbor state declares war next year.
8EconomicDebtors DefaultMoney owed is unpaid. Roll Diplomacy: Failure: lose 1D3 WP.
9EconomicTrade Ally DisputeAlly increases levies (Diplomacy roll; auto-fail if missing): Crit: Averted. Success: -1 WP this year. Failure: -1 WP this year and next year. Fumble: -1D3-1 WP this year and -1D3 WP next year.
10EconomicTax HikesNeed to raise taxes. Roll Government: Crit: accepted. Success: Insurrection +5%. Failure: lose 1 WP and Insurrection +10%. Fumble: Rebellion! Insurrection automatic this year.
1MilitaryA Hero DiscreditedA military hero is discredited. Roll Espionage: Failure: lose 1 MIL characteristic.
2MilitaryTreachery!Traitors steal military secrets. Reduce Warfare by 2D6% or reduce Initiative by 1D4+1.
3MilitaryAttempted CoupMilitary coup. Opposed Government vs Warfare. Gov wins: lose 1 WP and 1 MIL. Military wins: LAW -2 and new government type.
4MilitaryCovert DefeatOperation fails. Roll Diplomacy: Crit: no effect. Success: -1 WP. Failure: Enemy state declares war next year. Fumble: Lose 1D3 MIL or 1D3 COM, and war next year.
5MilitaryMilitary OverspendIt costs 1D3 additional Wealth Points to fund the MIL Characteristic this year.
6MilitaryMilitary Cut-BacksBudget cuts reduce efficacy. Reduce MIL by 1, Warfare by 5%, or Military Damage by 1 step.
7MilitarySpies Amongst UsSpies feed back info. If fighting a campaign this year, roll 1D6 for Initiative instead of 1D10.
8MilitaryIncorrect IntelligenceIncorrect info. Roll Espionage: Crit: no effect. Success: roll 1D6 for Initiative. Failure: auto-lose Initiative. Fumble: auto-lose Initiative and Warfare -20%.
9MilitaryMilitary BlunderThe military insists on misinformed changes. Lose 1D3 Wealth Points.
10MilitaryMilitary RepressionCivil unrest is cruelly put-down. Increase chance of Insurrection by +20%.
1NatureConflagrationA major fire devastates a city. Lose 1D3 Wealth Points.
2NatureDrought or FamineDevastated harvest. SIZ upkeep becomes 1 WP per 4 SIZ. Insurrection chance +10%.
3NatureFlood/EarthquakeNatural disaster. Reduce SIZ by 1, WTH by 1D3, and increase Insurrection chance by +10%.
4NaturePestilenceCrops ravaged by insects. Reduce WTH by 1 and increase Insurrection chance by +10%.
5NaturePlagueA plague devastates. Reduce SIZ by 2 and WTH by 1D3.
6NatureUnexplained BlightCrops fail. Roll Dogma or Magic: Crit: Averted. Success: lose 1 WP. Failure: lose 1D3 WP. Fumble: lose 1D3 WP, and extra mishap next year.
7NatureMysterious IllnessMysterious illness afflicts settlements. Lose 1 WP this year.
8NatureWinter of DiscontentExceedingly harsh winter. Roll Government (or Dogma if theocracy): Crit: Averted. Success: Insurrection +5%. Failure: Insurrection +10%. Fumble: Insurrection +15%.
9NaturePoor QualityFood and livestock is poor. Lose one Improvement Roll.
10NatureCurse!The gods curse. Roll Dogma: Crit/Success: Averted (+5% Insurrection on Success). Failure: reduce one Characteristic by 1. Fumble: reduce one Characteristic by 2.
1Political/ReligiousAssassinationThe ruler is assassinated. Reduce LAW by 1D3. Government capability reduced by -10% per LAW point lost. Gov test: failure triggers Civil War.
2Political/ReligiousCivil UnrestGovernment action causes unrest. Roll Government: Failure: lose 1D3 Wealth Points.
3Political/ReligiousCivil WarThreat of civil war. Roll Government or Diplomacy: Failure: lose 1D4 WTH. All: Insurrection chance +10%.
4Political/ReligiousCorruption (Government)High level corruption. Lose 1 WP. Roll Government: Failure: Insurrection chance +10%.
5Political/ReligiousCorruption (Church)High level corruption in church. Lose 1 WP. Roll Dogma: Failure: Insurrection chance +10%.
6Political/ReligiousUnpalatable BeliefsA sect develops beliefs at odds with norms. Lose 1D3 WP. Roll Gov or Dogma: Success reduces loss by 1 WP.
7Political/ReligiousPriestly OverspendIt costs 1D3 additional Wealth Points to fund the REL Characteristic this year.
8Political/ReligiousScandalScandal paralyses ruling class. Spend 1 WP. Roll Espionage or Diplomacy: Failure: Government capability penalized -10% this year.
9Political/ReligiousGovernment OverspendIt costs 1D3 additional Wealth Points to fund the LAW Characteristic this year.
10Political/ReligiousAttempted CoupMilitary coup. Opposed Government vs Warfare. Gov wins: lose 1 WTH and 1 MIL. Military wins: LAW -2 and new government type.

Warfare

Warfare Manoeuvres

Winner of an exchange gains one manoeuvre per success-level gap (max 3).

ManoeuvreAvailabilityEffect
AmbushCritical success onlyMilitary Damage +1 step (Crit only)
Capture BaggageAny winning exchange+1D3 WTH points (once per campaign)
EntrapVersus a Retreat onlyRetreat fails; enemy must retry next round (vs Retreat only)
Forced MarchAny winning exchangeWithdraw without ignominy penalties
GenocideAny winning exchangeDamage hits territory SIZ directly
Hit and RunCritical success onlyDamage suffered is minimized (Crit only)
Holy WarAny winning exchangeNext round: Warfare +REL
Innovative TacticsAny winning exchangeNext round: May reverse Tens/Units Warfare roll
Loot and PillageAny winning exchange+1D6 WTH, territory WTH permanently decreased
Morale BoostAny winning exchangeNext round: Warfare +COM
Night AttackCritical success onlyImmediate surprise raid at half damage (Crit only)
Outflank DefendersWhile Invading onlyInvasion succeeds even vs successful defence (Invading only)
Overrun DefencesVersus a Fortify onlyBreach fortifications even if assault repulsed (vs Fortify only)
Ritual InvocationCritical success onlyUndead summons: next round Warfare +5x total damage (Crit only)
Steal InitiativeAny winning exchangeAutomatically win next round's Initiative

Battle Encounters β€” Foe Levels

LevelCADamage BonusHPCombat StyleAPSRWeapon SizeSurrendersAccepts Surrender
02-1D2-13D6-3 lower2-5-1 step(s)When InjuredNever
12Nonesame3D6-3 lower2-5-1 step(s)When InjuredNever
22samesameequalsamesamesameSerious WoundWhen Adventurer suffers Major Wound
32same+1equalsamesamesameSerious WoundWhen Adventurer suffers Major Wound
43+1D2+13D6-3 higher4same+1 step(s)Major WoundWhen Adventurer suffers Serious Wound
53+1D2+23D6-3 higher5+5+1 step(s)Major Wound and Persistence rollWhen Adventurer suffers Serious Wound
63+1D4+24D6+1 higher6+5+2 step(s)Major Wound and Persistence rollWhen it is clear that Adventurer is outclassed or losing

Adventurers in Battle Results

Roll 1D10 + attitude modifier; read the column matching the state campaign's outcome.

RollVictoriousWinningStalemateLosingDefeated
1β€”WoundWoundWoundWound, Escape
2–31D2 Killsβ€”β€”β€”Wound
4–51D2 Kills, Encounter1D2 Killsβ€”β€”Wound
6–71D4 Kills1D2 Kills, Encounter1D2 Killsβ€”Wound
8–91D4 Kills, Encounter1D4 Kills1D2 Kills, Encounter1D2 KillsCapture
10–111D6 Kills, Wound1D4 Kills, Encounter1D4 Kills1D2 Kills, EncounterWound, Capture
12–131D6 Kills, Wound, Encounter1D6 Kills, Wound1D4 Kills, Encounter1D4 Kills, CaptureEncounter
14–151D8 Kills1D6 Kills, Wound, Encounter1D6 Kills, Wound1D4 Kills, EncounterEscape, Wound
16–171D8 Kills, Wound1D8 Kills1D6 Kills, Wound, Encounter1D6 Kills, Wound1D4 Kills, Escape
18–191D8 Kills, Wound, Encounter1D8 Kills, Wound1D8 Kills1D6 Kills, Wound, Encounter1D4 Kills, Wound
202D6 Kills, Wound1D8 Kills, Wound, Encounter1D8 Kills, Wound1D8 Kills1D6 Kills, Wound, Encounter
21–9992D6 Kills, Wound, Encounter2D6 Kills, Wound1D8 Kills, Wound, Encounter1D8 Kills, Wound1D8 Kills, Wound, Encounter

Religion & Magic

Religious Advantages

Gained per success-level gap in a Religious Warfare exchange, like Warfare Manoeuvres.

AdvantageAvailabilityEffect
Attain InsightAny winning exchangeNext round: Initiative is rolled on 2D6 instead of 1D10
Create New MythCritical success onlyCreate a new myth: +1D3 REL, healing religious damage (Crit only)
Create SchismAny winning exchangeEnemy Religious Damage βˆ’1 step this and next campaign (stacks to βˆ’3)
Disprove MythCritical success onlyDisable one enemy myth of resonance ≀ your highest for the next round (Crit only)
Evangelical ConversionAny winning exchange+1D3 to own Religious Damage next round
Government EmbraceAny winning exchangeNext damage resolved also hits the enemy's LAW characteristic
Manipulate MythAny winning exchangeBorrow the effect of one enemy myth this round
Steal InitiativeAny winning exchangeAutomatically win next round's Initiative

State Magic Effects

SpellMagnitudeTimingResistedDurationEffect
Bonds of Loyalty4instantYes1 yearIncreases the Loyalty Capability by 5% for every point of REL the casting state has. Resisted by target's Magic. Success halves increase, critical success negates, fumble doubles percentage and duration.
Characteristic Blessing8instantNo1 yearIncreases a chosen Characteristic (except SIZ) by +50% on success, +100% (doubles) on critical success. Fumble reduces the characteristic by -50%. Duration is 1 year.
Damage Enhancement1instantNoInstant/War durationEach point of Magnitude increases the damage of an army by +1 during warfare.
Damage Limitation1instantNoInstant/War durationEach point of Magnitude reduces incoming military damage sustained by the MIL characteristic by 1 point.
Divine Blessing4instantNo1 yearAllows one annual Mishap from the Economics chapter to be ignored.
Enhance (Capability)3instantNo1 yearEnhances a chosen Capability for 1 year. Critical success: +40% bonus; normal success: +20% bonus. Fumble: -20% penalty and MP still spent.
Major Curse10delayedYes1 or 2 yearsTargets one capability of the defender. Resisted by target's Magic. Under this curse, the target capability's results are downgraded by two success levels (e.g. success -> fumble). Lasts 1 year (2 years on critical success).
Minor Curse6delayedYes1 or 2 yearsTargets one capability of the defender. Resisted by target's Magic. Under this curse, the target capability's results are downgraded by one success level. Lasts 1 year (2 years on critical success).
Negation (Capability)10instantYes1 or 2 yearsNegates a capability of an opposing state completely. Resisted by target's Magic. Critical success: negated for 2 years; success: negated for 1 year. Fumble: Caster's own capability negated for 1 year.
Offspring10delayedYesPermanentIncreases the SIZ of a nation by +1D3. Each additional MP invested adds +1 SIZ. Takes 1 year to prepare and 1 year to take effect. Resisted by target's Magic. Success halves increase (min 1), critical negates. Resister must spend MP equal to reduction.
Quell Insurrection6instantNo1 yearReduces the chance of Insurrection to its base 5% for this year, negating all insurrection chance modifiers.
Seasons of Plenty6delayedNo1 seasonIncreases Seasonal Income for all estates in the realm by +50% on success, +100% on critical success. Fumble halves income. Applied after all other modifiers. Must choose the season affected in advance.
Supernatural Army8delayedNo2 yearsSummons a supernatural army. Must be cast at year start. Duration 2 years. Critical: +8 MIL, +40% Warfare. Success: +4 MIL, +20% Warfare. Fumble: army turns on caster, -4 MIL, -20% Warfare.
Tapping8instantYes1 yearTaps the Magic Points of the defending state for the caster's use next year. Resisted by defender's Magic. Critical: steals all defender MP; success: steals half; fumble: transfers own MP to target.

Runes

Attunement requires a CRITICAL Magic test; one rune at a time, lasting one year.

RuneEffect
AirThe state gains an additional Nature Good Fortune roll.
BeastWarfare Capability is temporarily increased by 15+1D10%.
ChaosEither the Magic or Warfare Capability is temporarily increased by 15+1D10%.
ColdThe state can ignore any Nature Mishap event.
CommunicationCOM Characteristic is temporarily increased by 1D6+1 points.
DarknessAny state attacking the user of this rune suffers a -25% penalty to its Warfare or Magic Capability.
DeathMilitary Damage is two steps higher than that for the base MIL Characteristic.
DisorderAny state attacking the user of this rune suffers a -25% penalty to its Warfare or Magic Capability.
DragonewtAny state attacking the user of this rune suffers a -25% penalty to its Magic Capability.
EarthThe state gains an additional Nature Good Fortune roll or it can ignore any Nature Mishap event.
FateThe state gains an additional 1D3 Good Fortune events, determined randomly.
FertilityWTH Characteristic is temporarily increased by 1D6+1 points or the state gains a single use, at no Magic Point cost, of the Seasons of Plenty spell.
FireMilitary Damage is two steps higher than that for the base MIL Characteristic.
HarmonyOne Capability is increased so that it is on a par with the highest of the state's Capabilities.
HeatState gains an additional Nature Good Fortune roll.
IllusionEspionage Capability is temporarily increased by 15+1D10%.
InfinityThe state can re-roll up to three adverse dice-roll results, whatever their circumstances. This power can be used on enemies, if wished.
LawLAW Characteristic is temporarily increased by 1D6+1 points.
LightThe state can negate the effects of the Darkness rune, if Darkness powers are used against it.
LuckMagic Capability is temporarily increased by 15+1D10%.
MagicMagic Points are temporarily increased by 1D6+1 points.
ManGovernment Capability is temporarily increased by 15+1D10%.
MasteryAny one Capability is temporarily increased by 15+1D10%.
MoonREL Characteristic is temporarily increased by 1D6+1 points.
MotionInitiative is temporarily increased by 1D6+1 points.
PlantWTH Characteristic is temporarily increased by 1D6+1 points.
SpiritState may ignore any Political/Religious Mishap event.
StasisDuring warfare, all opponents suffer a -5 penalty to Initiative.
TruthState gains an additional Political/Religious Good Fortune roll.
WaterThe state gains a single use, at no Magic Point cost, of the Seasons of Plenty spell.

Imperial Service Missions

Diplomatic Missions β€” Good Fortune

d100Event
01–10Your negotiation skills come to the fore. Oratory (or Influence): success β†’ +20% to Mission Success.
11–20You strike up a good relationship with an opposing diplomat. Gain a Contact. Influence roll: success β†’ +10% to Mission Success.
21–30Chance to learn 1 Magnitude of a Common Magic spell (Babel, Bearing Witness, Becalm, Glamour or Mindspeech), or decline for +15% to Mission Success.
31–40A high-ranking diplomat is impressed and tries to recruit you.
41–50A chance to broker a lucrative deal. Commerce or Oratory (or Culture (Own)): success β†’ additional Reward and +10%. Failure β†’ immediately roll on the Mishaps table.
51–55A romantic liaison. Stealth to avoid the lover's spouse. Success β†’ lover as an Ally. Failure β†’ duel (best Close Combat Style): win β†’ lover becomes an Enemy; lose β†’ Injury and forfeit a Reward.
56–60An assassination attempt is made against another delegate. What do you do?
61–70You gain valuable negotiating practice. One of your next Improvement Rolls must raise Influence, and it increases by 1D6+4% instead of the usual amount.
71–80Insight or Perception: success β†’ uncover a spy in your delegation (additional Reward and +10%). Failure β†’ the spy leaks details (βˆ’20%).
81–90Someone provides information that may or may not be valuable β€” using it is risky.
91–99You establish a network of important diplomatic contacts. Gain 1D3 Contacts.
100Disaster! Roll on the Mishap table.

Diplomatic Missions β€” Mishaps

d100Event
01–10A foreign dignitary is inadvertently insulted, jeopardising the mission. Roll Courtesy (or Influence) to avert disaster; failure imposes βˆ’40% to Mission Success. Either way the dignitary becomes an Enemy.
11–20Diplomatic gestures are ill-communicated, leading to tense negotiations. Roll Oratory (or Influence); failure imposes βˆ’20% to Mission Success.
21–30A diplomat accompanying you takes a dislike to you. You gain that diplomat as a Rival.
31–40Opposition arguments prove hard to counter. Opposed Persistence vs the other diplomat's Influence 65%. Win β†’ avert disaster and gain an additional Reward. Lose β†’ βˆ’15% to Mission Success.
41–50Members of your delegation are accused of corruption. Insight roll: success β†’ you know the allegations are false (still βˆ’20%); failure β†’ the evidence looks damning and you must withdraw (βˆ’60%).
51–60An opposing diplomat offers you a deal. Accept β†’ +20% to Mission Success but no Rewards. Turn it down β†’ βˆ’20%.
61–70You learn something you should not know and now people want to kill you for it. Streetwise (or Resilience): failure β†’ roll on the Injury table. You gain an Enemy either way.
71–80Your delegation is taken captive. Influence at βˆ’20% to talk your way free. Success β†’ released, mission automatically fails. Failure β†’ imprisoned 1D4 years, but you gain one Reward once freed.
81–90A member of the opposing delegation attempts to Seduce you (Seduction 65%). Do not resist β†’ βˆ’20% and gain the seducer as an Ally. Resist β†’ Opposed Persistence vs Seduction 65%: fail as above, succeed β†’ no penalty but gain the seducer as an Enemy.
91–97You are accused of colluding with the enemy delegation. Streetwise or Oratory (or Influence) to convince your colleagues. Success β†’ you gain one Penalty anyway. Failure β†’ forfeit Rewards and gain a Penalty.
98–99Character is Wounded. Roll once on the Injury table.
100Character is Severely Wounded. Roll twice on the Injury table.

Espionage Missions β€” Good Fortune

d100Event
01–14The information you uncover is exceedingly important. Your state gains +1 to any Characteristic. Additional Reward if the mission succeeds.
15–24A romantic liaison with an enemy agent creates a love/hate relationship. Gain the lover as a Rival and +15% to Mission Success.
25–34You must defend yourself (best Combat Style). Success β†’ +20%. Failure β†’ Injury but an additional Reward.
35–39An unexpected connection amongst your enemies. Gain an Ally, but also a Penalty.
40–49You uncover a major conspiracy. Your homeland's Espionage Capability automatically increases by +10%.
50–54Someone provides information that may or may not be valuable β€” using it is risky.
55–59A high-ranking official is impressed and tries to recruit you.
60–64Chance to learn 1 Magnitude of a Common Magic spell (Bladesharp, Boon of Lasting Night, Clear Path, Detect Enemy or Endurance), or decline for +15% to Mission Success.
65–69Stranded deep in hostile territory. Survival (or Resilience): failure β†’ Injury but an additional Reward.
70–74A civilian is killed while you defend yourself; the guilt is unbearable. Persistence: failure β†’ you become dependent on alcohol or drugs.
75–84An Enemy is really on your side. Gain an Ally, or convert one Enemy into an Ally.
85–89You are offered a chance to smuggle illegal items home. Accept β†’ Streetwise (or Stealth): success β†’ extra Reward, failure β†’ lose Reward and gain a Penalty. Refuse β†’ gain a criminal Enemy.
90–94Through your efforts a tyrant is brought down in a spectacular coup. Gain an Enemy but also an additional Reward.
95–00Disaster! Roll on the Mishap table.

Espionage Missions β€” Mishaps

d100Event
01–14You must defend yourself. Roll your highest Combat Style. Critical β†’ escape unharmed (βˆ’10%). Success β†’ 1D4 damage, βˆ’10%. Failure β†’ 1D8 damage, βˆ’20%. Fumble β†’ 1D8 damage, βˆ’40%.
15–19You are betrayed by a Contact. Streetwise (or Stealth): success β†’ βˆ’20%. Failure β†’ βˆ’20% and the Contact becomes an Enemy.
20–24You learn something you should not know. Streetwise (or Resilience): failure β†’ Injury. You gain an Enemy either way.
25–29You are captured. Survival (or Evade): failure β†’ imprisoned 1D4 years, mission auto-fails, lose Rewards. Success β†’ Injury and βˆ’20%.
30–34You lose vital stolen material. Perception: success β†’ lose one Reward. Failure β†’ lose all Rewards and βˆ’40%.
35–39A Contact gives you clues. Insight: success β†’ the information was false (βˆ’20%). Failure β†’ you realise too late (βˆ’20% and Injury).
40–44You are captured and tortured. Resilience. Critical β†’ escape (βˆ’40%). Success β†’ escape (βˆ’40%) and Injury. Failure β†’ escape but mission auto-fails and Injury. Fumble β†’ Injury and imprisoned 1D4 years.
45–49Insight: success β†’ you realise the mission is a red-herring and you are the scapegoat (gain 1D4 Enemies from your own state). Failure β†’ you realise too late (Injury).
50–59A precarious physical situation. Athletics: failure β†’ βˆ’20% and Injury.
60–64An enemy offers you a deal. Accept β†’ +20% but no Rewards. Turn it down β†’ βˆ’20% and gain an Enemy.
65–69Enemies at home conspire against you. Gain 1D3 Enemies; if the mission succeeds you gain no Rewards, and if it fails you are accused of treason (Influence to clear your name, else prison 1D4 years).
70–74You are forced to betray a colleague to succeed. Gain them as an Enemy.
75–89Character is Wounded. Roll once on the Injury table.
90–00Character is Severely Wounded. Roll twice on the Injury table.

Political Missions β€” Good Fortune

d100Event
01–14Your natural charm and experience gains you a Contact.
15–19A legal dispute. Oratory (or Influence) to clear your name: success β†’ +20%. Failure β†’ gain a Rival.
20–29You befriend a useful ally. Gain an Ally.
30–34A respected noble takes an interest in your career. Gain an additional Reward.
35–39Intercepted communications yield financially important information. Gain 1D10Γ—1,000 SP but forgo the Reward roll for this mission.
40–49Someone provides information that may or may not be valuable β€” using it is risky.
50–54A romantic liaison with a rival politician creates a love/hate relationship. Gain a Rival and +15%.
55–59You must defend yourself (best Combat Style). Success β†’ +20%. Failure β†’ Injury but an additional Reward.
60–64You uncover corruption in high places that cannot be kept secret. Gain 1D3 Enemies but +20%.
65–69A powerful contact makes a difficult request. Persistence: success β†’ additional Reward. Failure β†’ lose the Reward roll for this mission.
70–79An important political debate. Roll the lowest of Culture (Own), Lore (Regional) or Influence: success β†’ +10% and an additional Reward. Failure β†’ mission auto-fails and gain a Rival.
80–84A romantic liaison with a Contact breaks down; your ex becomes a stalker. Gain an Enemy and βˆ’10%.
85–89A routine assignment turns dangerous; you suspect betrayal. Insight (or a Detect Enemy spell): success β†’ uncover the culprit (Enemy). Failure β†’ they continue to haunt you, pulling strings in secret.
90–98Vital information about a scandal falls into your hands. You cannot stop the fallout, but it nets a payout: gain 2D6Γ—1,000 SP and an Enemy.
99–00Disaster! Roll on the Mishap table.

Political Missions β€” Mishaps

d100Event
01–14A family scandal causes repercussions. Gain a Rival. Oratory or Influence to avoid a βˆ’20% Mission Success penalty.
15–34Rivals smear your name. Gain an Enemy and a Penalty.
35–37Your patron is assassinated and you are framed. Streetwise (or Persistence) to clear your name; failure β†’ imprisoned 1D4 years and the mission auto-fails.
38–39An assassin attempts to end your life. Survival (or Resilience): failure β†’ Injury.
40–44A high-ranking noble is inadvertently insulted. Courtesy (or Influence) to avert; failure β†’ βˆ’40%. Enemy either way.
45–54Political gestures are ill-communicated. Oratory (or Influence); failure β†’ βˆ’20%.
55–59Insight: success β†’ your patron is incompetent and you must expose them (gain an Enemy). Failure β†’ βˆ’40%.
60–69You uncover a ring of corruption and are invited to join. Join β†’ 1D10Γ—1,000 SP but forfeit other Rewards. Refuse and keep quiet β†’ βˆ’40%. Refuse and expose them β†’ gain 1D4 Enemies.
70–74Incompetence kills or injures civilians. Influence: success β†’ found not guilty. Failure β†’ guilty of gross negligence, lose any Rewards.
75–84A mistranslated communiquΓ© embarrasses a high-ranking official. Gain them as an Enemy.
85–89A vital vote is lost and you cover up mistakes that are all your fault. This will come back to haunt you.
90–98You learn something you should not know. Streetwise (or Resilience): failure β†’ Injury. Enemy either way.
99–00Character is Wounded. Roll once on the Injury table.

Religious Missions β€” Good Fortune

d100Event
01–15Your dedication earns admiration. Gain an additional Reward, even if the mission is unsuccessful.
16–29You gain keen spiritual insight. +20% to Mission Success.
30–34A religious debate. Roll the lower of Lore (Specific Theology) or Influence: success β†’ +10% and an additional Reward. Failure β†’ mission auto-fails and gain a Rival.
35–44A chance for a religious agreement. Lore (Specific Theology) or Oratory (or Culture (Own)): success β†’ additional Reward, +10%, and your state gains +1 REL. Failure β†’ immediately roll on the Mishaps table.
45–49A premonition. Pact (God) (or Insight): success β†’ roll 1D6 for its nature.
50–54Chance to learn 1 Magnitude of any one Common Magic spell, or decline for +15% to Mission Success.
55–59An Enemy makes an attempt on your life. Resilience: failure β†’ roll twice on the Injury table, take the better. Success β†’ any Combat Style; success β†’ roll 1D6 for the outcome (a captured/killed foe boosts Mission Success).
60–64Your order selects you for a secret rite of enlightenment. Gain +1D4+1% to any one Lore skill, but forego any Rewards from this mission.
65–69You are made custodian of a cult secret. This gains you a Rival.
70–79You are asked to help in an Espionage or Political mission. Roll again on the Good Fortune table for the type you select.
80–84You work for an eccentric but brilliant mentor, who becomes an Ally. +20% to Mission Success.
85–89A protΓ©gΓ© turns to forces opposing your cult. Gain them as an Enemy but also a Reward from the learning experience.
90–95A powerful contact makes a difficult request. Persistence: success β†’ additional Reward. Failure β†’ lose the Reward roll for this mission.
96–00Disaster! Roll on the Mishap table.

Religious Missions β€” Mishaps

d100Event
01–24Fanatics take against you. Lore (Specific Theology) (or Influence). Critical β†’ escape (βˆ’10%). Success β†’ 1D4 damage, βˆ’10%. Failure β†’ 1D8 damage, βˆ’20%. Fumble β†’ 1D8 damage, βˆ’40%.
25–34Your faith is shaken. Roll Lore (Specific Theology), Pact (God), Spirit Walking or Sorcery (Grimoire) (else Insight at βˆ’40%). Success β†’ shake off the heresy (βˆ’20%). Failure β†’ βˆ’40% and your cult punishes you with a Penalty.
35–39You uncover a secret damaging to your cult. Bury it (it will haunt you) or come clean (roll the lowest of Culture (Own), Influence, Lore (Specific Theology), Oratory, Pact (God), Sorcery (Grimoire) or Spirit Walking): failure β†’ lose all Rewards and gain 1D3 Enemies.
40–49A fellow cultist of High Lord or High Priest rank takes against you. Gain them as a Rival.
50–54You are accused of heresy. Pact (God) (or Influence). Critical β†’ charges dropped. Success β†’ dropped but gain 1D3 Enemies. Failure β†’ demoted one cult rank (or barred from joining). Fumble β†’ as failure, plus tortured (Resilience or Injury) and 1D3 Enemies.
55–59You learn something you should not know. Lore (Specific Theology) or Resilience: failure β†’ Injury. Enemy either way.
60–64Insight: success β†’ a key myth or point of doctrine is flawed and you must expose it (gain an Enemy). Failure β†’ βˆ’40%.
65–69Stranded deep in hostile territory. Survival or Resilience: failure β†’ Injury but an additional Reward.
70–74A high-ranking priest is inadvertently insulted. Courtesy or Influence to avert; failure β†’ βˆ’40%. Enemy either way.
75–79Your abilities are questioned. Pact (God) or Influence to convince your superiors of your faith: failure β†’ lose the Reward for this mission.
80–84Insight: success β†’ you realise the mission is a red-herring and you are the scapegoat (gain 1D4 Enemies from your own side). Failure β†’ Injury.
85–94A debate tries your patience. Persistence to keep your temper: failure β†’ βˆ’20% and you gain the other party as a Rival (colleague) or Enemy (opponent).
95–99Character is Wounded. Roll once on the Injury table.
100Character is Severely Wounded. Roll twice on the Injury table.

Trade Missions β€” Good Fortune

d100Event
01–14Your reputation is questioned by an opponent. Courtesy (or Influence). Critical/Success β†’ the critic is rebuked (+20%). Failure β†’ roll on the Mishap table. Fumble β†’ as failure, plus βˆ’20%.
15–24The deals you strike are incredibly advantageous. The state or empire you serve gains +1 WTH and you gain an additional Reward.
25–29A boring assignment leads to temptation. Resilience: failure β†’ you develop a drinking problem; success β†’ +10% to Mission Success.
30–34A colleague goes missing. Streetwise (Stealth or Perception): success β†’ roll 1D6 for the outcome. Failure β†’ βˆ’20% to Mission Success.
35–39A romantic liaison during trade negotiations. Stealth to avoid the lover's spouse. Success β†’ lover as an Ally. Failure β†’ duel (best Close Combat Style): win β†’ lover becomes an Enemy; lose β†’ Injury and forfeit a Reward.
40–44You must defend yourself (best Combat Style). Success β†’ +20%. Failure β†’ Injury but an additional Reward.
45–54An unexpected connection amongst your enemies. Gain an Ally, but also a Penalty.
55–59Chance to learn 1 Magnitude of a Common Magic spell (Babel, Bearing Witness, Becalm, Glamour or Mindspeech), or decline for +15% to Mission Success.
60–64A high-ranking merchant is impressed and tries to recruit you.
65–69You persuade a local trading guild to their advantage. You gain honorary life membership of the guild and 1D3 Contacts.
70–79Your skill nets you a favour from a foreign power, callable later (the GM determines its nature and use).
80–94Wheeling and dealing. Commerce (or Influence). Critical β†’ 1D6Γ—1,000 SP. Success β†’ 1D3Γ—500 SP. Failure β†’ gain a Rival. Fumble β†’ βˆ’20% to Mission Success.
95–98An assassination attempt is made against another delegate. What do you do?
99–00Disaster! Roll on the Mishap table.

Trade Missions β€” Mishaps

d100Event
01–09The trade delegation comes under physical attack. Resilience: failure β†’ roll on the Injury table.
10–24Stiff resistance from local merchants and guilds. Commerce or Influence: success β†’ βˆ’10%. Failure β†’ βˆ’40%.
25–29A foreign merchant is inadvertently insulted. Courtesy or Influence to avert; failure β†’ βˆ’40%. Enemy either way.
30–34Members of your delegation are accused of corruption. Insight: success β†’ you know they are false (still βˆ’20%). Failure β†’ the allegations look true, forcing withdrawal (βˆ’60%).
35–40A crucial deal sours after a delegate's blunder and you must rebuke them. Gain them as a Rival.
41–50Rival merchants sabotage your negotiations (βˆ’15%). Commerce, Courtesy or Influence to avoid the penalty being doubled.
51–59Agreements you negotiated are reneged upon. Gain a Penalty.
60–64Your delegation is also part of a Political mission and something goes wrong politically. Roll on the Political Mishaps table.
65–69You are held to ransom. Survival or Stealth to escape: failure β†’ captivity for 1D4 years and the mission auto-fails.
70–74Insight: success β†’ your negotiating position is flawed and you must expose it (gain an Enemy). Failure β†’ βˆ’40%.
75–84Your abilities are questioned. Persistence or Influence to convince superiors of your credibility: failure β†’ lose the Reward for this mission.
85–89You learn something you should not know. Survival (or Resilience): failure β†’ Injury. Enemy either way.
90–94A vital debate is lost and you cover up mistakes that are all your fault. This will come back to haunt you.
95–98Character is Wounded. Roll once on the Injury table.
99–00Character is Severely Wounded. Roll twice on the Injury table. (Errata: the book prints 95–99 and 99–00 as overlapping; resolved here as 95–98 Wounded, 99–00 Severe.)

Mission Rewards & Penalties

One d100 roll; read the Rewards column on mission success, the Penalties column on failure. GM may veto and re-roll inappropriate results.

d100RewardPenalty
01–051D10Γ—1,000 SilversLose an Improvement Roll
06–101D6Γ—1,000 SilversDemotion by one noble rank
11–151D4Γ—1,000 SilversLoss of 1D6+4 Renown
16–20A noble title, or promotion to a higher titled positionConfiscation of property
21–25An additional Improvement RollImprisonment for 1D4 years
26–301D3 Magnitude of any Common Magic SpellPublic service at the Adventurer's expense
31–35A small house or hallLoss of one rank in a cult, guild or other organisation
36–40A medium-sized house or hallA fine of 1D4Γ—1,000 Silvers
41–45A large house or hallA fine of 1D6Γ—1,000 Silvers
46–50A manse or small castleA fine of 1D8Γ—1,000 Silvers
51–5520+2D10 acres of landA fine of 1D10Γ—1,000 Silvers
56–60Elevation by one rank in a cult/guild or other officeExile from home state or empire
61–65A fine-quality mount or carriageForced to undertake a specific quest by way of atonement
66–701 Hero PointConfiscation of property
71–751 week of free training in any chosen skill appropriate to the missionGain an Enemy
76–80A regular stipend worth 1D10Γ—500 Silver per yearGain a Rival
81–85A suit of fine armour or a finely crafted weapon of the Adventurer's choiceLose a Contact
86–90Position on an advisory councilLose an Ally
91–95Society introductions worth +1D6 RenownLoss of any stipend earned
96–00A Favour to be agreed between Adventurer and Games MasterA penalty to be agreed between Adventurer and Games Master

Mission Injury Table

d100Injury
01–241D4 damage to a random location
25–341D6 damage to a random location
35–441D8 damage to a random location
45–541D10 damage to a random location
55–592D6 damage to a random location
60–643D6 damage to a random location
65–681D4 damage to two random locations
69–721D6 damage to two random locations
73–761D8 damage to two random locations
77–801D10 damage to two random locations
81–842D6 damage to two random locations
85–883D6 damage to two random locations
89–90Adventurer loses 1D4 CHA
91–92Adventurer loses 1D4 CON
93–94Adventurer loses 1D4 DEX
95–96Adventurer loses 1D4 INT
97–98Adventurer loses 1D4 POW
99–00Adventurer loses 1D4 STR

Nobles & Estates

Noble Ranks

RankStanding ValueStanding ModAnnual IncomeAverageEntitlementHereditary
Knight+10+10%1D4+1 Γ—1,000 SP3,000 SPManor or FiefYes
Baronet+10+10%1D6+1 Γ—1,000 SP5,000 SPLarge Manor or FiefYes
Baron+20+20%1D6+3 Γ—1,000 SP7,000 SP1D4+2 Large Manors or FiefsYes
Viscount+30+30%2D6+1 Γ—1,000 SP8,000 SPEarldom (non-hereditary)No
Earl+30+30%3D6+2 Γ—1,000 SP13,000 SPEarldomYes
Duke+40+40%4D6+2 Γ—1,000 SP16,000 SPDukedom, income, place on the ruler's council; may be in line to the throneYes

Random Noble Rank

d100Rank
01–05Duke
06–12Earl
13–20Viscount
21–60Baron
61–70Baronet
71–00Knight

Noble Standing Value Ladder

Noble Standing = CHA + rank value.

TitleValue
Emperor125
King100
Prince50
Duke40
Earl30
Viscount30
Baron20
Baronet10
Knight10

Comparative Cultural Titles

RankBarbarianCivilisedNomadPrimitive
DukeKhanHerzog, HertingKhanHeadman, Chief
EarlJarlCount, GrafJarlβ€”
ViscountLendemann, Hauldβ€”β€”β€”
BaronLairdMarquis, Lairdβ€”β€”
BaronetThaneMargraveβ€”β€”
KnightThaneMargraveThaneChampion

Annual Expenses (% of income)

CategoryRollMax ReductionNotes
Lifestyle1D10+10%100%β€”
Army1D20+10%50%β€”
Estate Upkeep3D10+15%50%β€”
Taxes1D10+10%25%Reduction requires a successful Influence test

Noble Standing Gains

ActionGainNotes
Serving on the Governing/Privy Council+1 / yearβ€”
Serving as a personal adviser to a ruler+2 / yearβ€”
Especially valued one-off service to a ruler/government+1D4+1β€”
Building a temple or cathedral+1D4+1β€”
Building a shrine or church+1D3β€”
Building a public building (hospital, hall, etc.)+1D3β€”
Donating money to a worthy cause+11 per 5,000 SP donated
Exhibiting mercy or profound wisdom+1D3β€”
Victorious in battle+1D4+1β€”
Outstanding religious piety or presence+1D3+1β€”
Leading an overseas conquest or territorial gain+1D4+1β€”
Continued devotion or loyalty to a cause+1D3β€”

Noble Standing Losses

ActionLossNotes
Reducing Lifestyle expenditureβˆ’1D4β€”
Profligate Lifestyle expenditureβˆ’1D4β€”
Reducing Army expenditureβˆ’1D6β€”
Reducing Estate Upkeep expenditureβˆ’1D6β€”
Withholding taxesβˆ’1D8β€”
Tribunal conviction for withholding taxesβˆ’2D6β€”
Reneging on a debtβˆ’1D6β€”
Cruelty or neglect toward subjectsβˆ’1D6β€”
Disrespect toward peersβˆ’1D8β€”
Treason or treasonous actsβˆ’3D6or halve current Standing if caught
Lack of religious observance or pietyβˆ’1D6β€”
Cowardice in battleβˆ’1D8β€”
Poor political judgementβˆ’1D4β€”

Populace Mood Bands

Starting Mood = 20 + ruler's CHA.

MoodBand
≀10😑 Rebellious
11–20😠 Troubled
21–30πŸ˜’ Disgruntled
31–50πŸ™‚ Content
51–70πŸ˜€ Happy
71–90πŸ˜„ Joyous
91+πŸ₯° Devoted

Seasonal Weather Gradings

Roll 1D100 + season modifier (Winter +20, Summer βˆ’20).

RollGradingIncome Γ—MoodDescription
01–05BountifulΓ—3+40The weather is blessed by the gods themselves! Income for the season is tripled. +40 to Populace Mood.
06–15ExcellentΓ—2+20The weather is excellent throughout the season. Income for the season is doubled. +20 to Populace Mood.
16–25GoodΓ—1.5+10The weather is better than expected. Income for the season is increased by half. +10 to Populace Mood.
26–75NormalΓ—1+0The conditions are as expected. No modifiers to Income or Mood.
76–85PoorΓ—1-10The weather is highly variable this season. Income is unmodified. –10 to Populace Mood.
86–99BadΓ—0.5-20The conditions are dreadful, disrupting the normal cycles. Income is halved this season. –20 to Populace Mood.
100CatastrophicΓ—0.33-40The gods have cursed the people with appalling weather! Income is reduced by two thirds. –40 to Populace Mood.

Winter Events

d100EventDescriptionEffects
01–20No EventWinter passes quietly. Cold winds howl, but the estate remains peaceful.No modifiers.
21–30Hunting DisasterSomeone in the hunting party is killed or seriously injured, and the noble is blamed.Test Noble Standing. If failed, lose 1D3 Noble Standing.
31–50Hunting BoonThe winter hunt is incredibly bountiful. Large game is distributed to the cold populace.Populace Mood +10. Gain +1D4 to Noble Standing.
51–70Winter Bandit RaidStarving outlaws from the wilderness descend on outlying granaries and villages.Conflict resolved. Lose one quarter of Seasonal Income, or defeat them to protect coffer.
71–90Diplomatic VisitAn envoy from a neighboring province arrives to negotiate borders during the indoor months.Opportunity to display hospitality. SP cost or Standing modifiers.
91–99Divine MiracleA shrine or holy well on the estate exhibits weeping icons, drawing pilgrims.Noble Standing +1D4, Populace Mood +1D10.
100Major Financial CalamityA major disaster (e.g. fire, granary rot, extreme freeze) strikes the heart of the estate.Wipes out all Seasonal Income. Noble must fund reparations or suffer -3D10 Noble Standing.

Spring Events

d100EventDescriptionEffects
01–30No EventSpring planting proceeds normally without significant events.No modifiers.
31–40Border Raid!Rival border clans seize the spring thaw to raid your pasturelands.Test Resilience. Success protects coffers; Failure loses one quarter seasonal income; Fumble loses half income and 1D6 Standing.
41–50Successful MarketThe spring seed market draws merchants from across the barony, proving highly prosperous.Increase Spring Seasonal Income by one fifth.
51–60Spring Deluge / FloodExtreme spring thaws and heavy rains cause local rivers to burst, threatening crops.Spend 200 SP to build dams or suffer -15 Populace Mood and -1D3 Noble Standing.
61–80Vassal Fealty / CouncilLesser landowners gather to renew fealty pledges, demanding grand banquets.Spend 100 SP. Gain +1D3 Noble Standing on a successful Influence test.
81–99Noble Marriage OfferAn alliance is proposed by a neighboring earl, promising a prestigious dowry.Standing +1D4+1 and treasury receives 500 SP.
100Plague OutbreakA spring fever infects the local labor force, slowing all work.All active construction delayed by 3 months. Mood drops by 30.

Summer Events

d100EventDescriptionEffects
01–30No EventSummer passes peacefully with warm breezes and growing crops.No modifiers.
31–40Nomad Raid!Wild nomads or border lords descend to burn pastures and raid grain caravans.Test Resilience. Failure reduces summer income by one quarter.
41–50Highly Successful FairA local summer fair is incredibly popular, drawing wealthy foreign buyers.Summer Seasonal Income increased by one fifth.
51–60Severe DroughtDrought hits the region. Crops begin to whither in the heat.Spend half Seasonal Income to alleviate, or suffer -30 Populace Mood and -1D6 Noble Standing.
61–70Mount a Raid!The noble decides to mount a summer offensive against a bordering rival.Test Resilience: Success increases seasonal income by one fifth; Failure loses 1D6 Standing.
71–80Hunting BoonRich summer game trails yield great hunting feasts.Populace Mood +10. Gain +1D4 Noble Standing.
81–90Summer ConferencesA grand political summit is held to mediate guild disputes.Influence test. Success earns +1D6+1 Standing; Fumble loses 1D6+1 Standing.
91–99High Noble GuestA high-ranking Duke or royal relative spends the summer months at your manor.Upkeep costs 5D100 SP. Noble gains +1D4+1 Noble Standing.
100Major Financial CalamityA major disaster wipes out summer's coffers.All income lost.

Autumn Events

d100EventDescriptionEffects
01–20No EventThe harvest is collected in regular fashion. Autumn winds cool the air.No modifiers.
21–30Harvest FestivalGrand harvest festivals take place to thank the gods.Test against Populace Mood: Success increases next year's income by one quarter; Fumble reduces next year's income by one quarter.
31–50End of Year MarketThe grand fair at harvest's end draws major trade guild caravans.Populace Mood +10. Seasonal Income +1/5 (+20%).
51–60Cancelled MarketAppalling rainstorms cancel the autumn market.Noble can spend 100 SP to fund a backup feast, or lose 10 Populace Mood and test Standing to avoid -1D2 Standing.
61–70Autumn ConferencesNobles meet at court to discuss vassal tax structures before winter sets in.Influence test. Success earns +1D6 Standing.
71–80Hunting DisasterA prominent nobleman is severely injured on the autumn boar hunt.Test Noble Standing. Failure loses 1D3 Standing.
81–90Hunting BoonA spectacular hunting run fills meat lockers before winter freeze.Populace Mood +10, Noble Standing +1.
91–99Unexpected FortuneTenant miners discover a silver vein or valuable resource in the hills.Standing +1D4 or Populace Mood +1D10.
100Major Financial CalamityEarly frosts rot crops in fields before harvesting is complete.All seasonal income wiped out.

Buildings & Construction

Buildings Catalog

Maintenance additionally runs at 2% of construction cost per year; maintained property appreciates +5% per year.

BuildingCostBuild TimeMaintenanceStandingStaffDescription
πŸ›• Chapel or Shrine3,000 SP2 months1 SP per year+1D2 Noble StandingPriest, 1D3 retainersA simply built place of worship, often made from basic materials, serving as the focus for small communities.
β›ͺ Convent or Monastery20,000 SP + 100 SP per 10 residents8 months + 1 month per 10 residents100 SP per year+1D3 Noble Standing (+2 if noble intends to retire there)Abbot/Abbess, 15–110 monks/nuns, 2–10 retainersA permanent residence for a cloistered religious community. Highly self-sufficient, minimizing upkeep costs.
πŸ•Œ Church or Temple150,000 SP5 years50 SP per year+1D3 Noble Standing1 Priest, retinue of 1D4 retainersSeating 800 or so people, a central place of worship serving a large village or small town.
πŸ›οΈ Cathedral or Major Temple750,000 SP30 years1,000 SP per year (noble's 20% share)+1D4+1 Noble Standing (+1 per 25% size/ornament)1 Bishop/Head Priest, 1D8 clergy, 1D8 servantsThe central seat of worship for a region. Cathedrals are epic multi-decade achievements that bolster family heritage.
πŸ›– Village Hall2,000 SP6 months20 SP per year+1 Noble StandingNone essential (key-keeper steward)A community building of wood and stone with a thatched roof, giving the populace a dry place to assemble.
🏒 Town/Guild Hall4,500 SP2 months20 SP per year+1 Noble Standing1 Key-keeper or council retainerA two-storey stone and wooden structure serving as a civic meeting place for councils or trade guilds.
🍺 Tavern3,000 SP2 months15 SP per year+2 Noble StandingLandlord, 1D3 family membersA one-floor social center dedicated to serving locally-brewed ales to workers. Highly popular.
🏠 Inn5,000 SP (+800 for stables, +600 for smithy)1 year80 SP per year+1D3 Noble StandingLandlord, servers, stable hands, blacksmithA robust way-station providing food, drink, lodging, and stabling for travellers and visiting retinues.
⛓️ Gaol2,000 SP + 50 SP per 8 gaol cells6 months20 SP per year+1D2 Noble StandingMarshall, gaolerA secure, stone-reinforced holding point for prisoners awaiting trial or execution.
βš–οΈ Court House5,000 SP + 50 SP per 8 gaol cells8 months80 SP per year+1D3 Noble StandingSteward, 1-2 clerks of courtConstructed of solid stone, reflecting the gravity of imperial justice. Includes basement cells.
🏹 Hunting Lodge8,000 SP (+800 stables and storage)6 months80 SP per year+1D4 Noble StandingServants and dog handlers from existing householdA comfortable stone-and-wood woodland retreat serving as a prestigious staging ground for seasonal hunts.
🏑 Manor House20,000 SP (+300 per additional bedroom)1 year500 SP per year (all-inclusive running/staff)+1D3 Noble StandingCook, 2 Servants, 2 Stable-hands, 2 MaintenanceA prestigious stone residence for a knight or baron. Comfortably sleeps 5 to 10 residents.
🏰 Mansion40,000 SP (+500 per additional bedroom)1 year 6 months1,000 SP per year (all-inclusive running/staff)+1D3+1 Noble Standing2 Cooks, 6 Servants, 4 Footmen, 2 Stable-hands, 2 MaintAn grand viscount or earl's city or countryside estate. Extremely decorated and expensive to heat.
πŸ›‘οΈ Garrison50,000 SP2 years200 SP per year+1D3 Noble Standing100 Soldiers and 20 officersA permanent stone barracks for a standing army, usually placed inside a fortress or castle.
πŸͺ΅ Great Hall/Mead Hall10,000 SP4 months100 SP per year+1D3 Noble StandingSlaves, servants, and loyal thanesA barbarian alternative to civilized manor houses. Built of massive timbers, acting as court, dining hall, and barracks.

Castle Components

ComponentCostBuild TimeDescription
Ditch and Rampart1,000 SP1 monthBasic perimeter excavation and earthen barrier.
Double Ditch & Rampart2,000 SP2 monthsReinforced concentric earthen barriers.
Moat2,000 SP2 monthsWide water barrier surrounding the curtain walls.
Postern Gate50 SP1 weekA narrow escape or sneak gate hidden in the wall.
Standard Gate100 SP2 weeksRobust oak gate reinforcing the main entry.
Double Gate200 SP1 monthReinforced two-leaf gate system.
Gate Tower7,500 SP3 monthsA fortified tower structure built directly above a gate.
Large Gate Tower15,000 SP6 monthsA major stone fortification protecting the gateway.
Gate Works9,000 SP4 monthsAn integrated barbican gateway with portcullis tracks.
Large Gate Works18,000 SP8 monthsA massive multi-layered barbican bottleneck system.
Drawbridge500 SP1 monthA winched wooden bridge spanning a moat.
Undressed Stone Wall3,000 SP2 monthsRough, dry stone boundary defensive walling.
Dressed Stone Curtain Wall6,000 SP4 monthsFlat-faced mortar stone defensive walls.
Tall Curtain Wall12,000 SP8 monthsHigh-elevation stone walls offering major protection.
Square Tower15,000 SP6 monthsA standard rectangular stone defensive flanking tower.
Tall Square Tower30,000 SP1 yearElevated square tower with command deck.
Round Tower20,000 SP1 year 6 monthsCircular stone tower resisting catapult assaults.
Tall Round Tower40,000 SP3 yearsHighly elevated rounded command tower.
Turret7,500 SP3 monthsA small wall-mounted tower or watch turret.
Keep, Square120,000 SP4 yearsClassic massive rectangular central inner stronghold.
Tall Square Keep240,000 SP7 yearsHighly fortified multi-tiered rectangular keep.
Keep, Round150,000 SP5 yearsStructurally superior cylindrical central inner stronghold.
Tall Round Keep300,000 SP10 yearsThe ultimate cylindrical citadel, almost impenetrable.

Off-the-peg Castles

CastleCostBuild Time
Small Log Fort7,500 SP3 months
Small Stone Tower15,000 SP6 months
Small Stone Castle70,000 SP2 years 6 months
Moderate Castle400,000 SP13 years 6 months
Large Castle1,000,000 SP34 years

Renown

Renown Value Scale

RenownRecognition
0–10Known only in his local community β€” and even then, not very well.
11–20Reasonably well known within his local community.
21–30Reasonably well known in his region.
31–50Very well known in his region.
51–70Heard of across the country, though details may be vague.
71–90Well known across the country.
91–100Known internationally, though details may be vague further afield.
101+Well known internationally β€” his name and deeds are recognised by all.

Renown Circumstances Modifiers

CircumstanceValue
Heroic Ability+5
Skill in excess of 100%+5
Skill in excess of 200%+10
Leader of a small mercenary band / unit (10–100)+4
Leader of a large mercenary band / unit (100–1,000)+10
Ruler of a small town+1
Ruler of a large town+2
Ruler of a small city+5
Ruler of a large city+10
Ruler of a nation+15
Undertook a minor HeroQuest+5
Undertook a major HeroQuest+10
Experience levelSeasoned +2; Veteran +5; Master +10; Hero +15
Priest rank of a cultLocal cult +4; Respected cult +8; Feared or hated cult +4
Lord rank of a cultLocal cult +6; Respected cult +10; Feared or hated cult +6
Noble rankDuke +8; Earl +6; Viscount +6; Baron +4; Baronet +2; Knight +2
Defeated / defeated by a major enemyRecency: ≀1mo +6, ≀6mo +4, ≀12mo +2. Distance: <10mi +5, 10–100mi +2, >100mi +1.
Defeated / defeated by a deadly enemyRecency: ≀1mo +8, ≀6mo +6, ≀12mo +4. Distance: <10mi +8, 10–100mi +5, >100mi +3.
Committed a heroic or selfless actRecency: ≀1mo +8, ≀6mo +4, ≀12mo +2. Distance: <10mi +4, 10–100mi +2, >100mi +0.
Committed a heinous actRecency: ≀1mo +8, ≀6mo +4, ≀12mo +3. Distance: <10mi +8, 10–100mi +4, >100mi +0.

Factions & Organisations

Organisation Sizes

SizeMin. Host LAWAffinity PointsMembership
small31D6 (avg 4)3D10 Γ— 3 (avg 51)
medium62D6 (avg 7)3D10 Γ— 10 (avg 170)
large124D6 (avg 14)3D10 Γ— 100 (avg 1,700)
huge186D6 (avg 21)3D10 Γ— 1000 (avg 17,000)

Faction Power Bases

Power BaseAP CostGrants
A loose group of sympathisers1Sympathise skill (faction SIZ+WTH, +10% per extra AP)
Secretariat in a wider political organisation2Influence skill (faction COM+SIZ, +10% per extra AP)
A small, local guild3Link to a guild or cult organisation
A medium sized guild (several towns / a large city)4Link to a guild or cult organisation
A large guild with extensive operations5Link to a guild or cult organisation
A small, local cult3Link to a guild or cult organisation
A medium sized cult with established influence4Link to a guild or cult organisation
A large, powerful cult with extensive reputation5Link to a guild or cult organisation

Affiliation Costs

Affiliating with a cult or guild directly costs +1 AP over the listed price.

StrengthWith an OrganisationWith an Individual
Loose affiliation of general friendship1 AP1 AP per 20 Renown
Formal, weak alliance2 AP1 AP per 15 Renown
Formal, strong alliance3 AP1 AP per 10 Renown

Affinities Catalog

AffinityAPUnitEffect
Informer1per informerA sympathiser in a place of power secretly supplies inside information; usually paid, possibly in kind.
Spin Doctor2per spin doctorTurns bad press into good via PR manipulation.
Rabble-Rouser2per rabble-rouserStirs up trouble and orchestrates confrontation at public gatherings to the faction's advantage.
Corrupt Official3per officialA bureaucrat who supplies information and takes direct action for money; stays outside the faction and is rarely trustworthy.
Secrets and Lies2per secret or lieA damaging secret or untruth about the opposition, used as leverage.
Publicity Agent1per agentAn active sympathiser who gets beneficial news out. Combined with a Spin Doctor the pair costs 3 AP.
Supportive Myth4per mythThe faction possesses a myth; calculate its Resonance per the Mythras Core Rules. Shapes member behaviour.
Supportive Doctrine2per doctrineWritten/codified doctrines act as a myth; Resonance 5D10+50. Resonance 5D10+50.
Thugs2per 5 thugsHeavies for physical violence with no intrinsic loyalty (they break if captured or outmatched).
Sacred Symbol or Relic2per symbol or relicDrives behaviour like a myth; Resonance 5D10+50. Resonance 5D10+50.

Thug Statblock

AttributeValue
CharacteristicsSTR 16, CON 12, DEX 13, SIZ 15, INT 7, POW 10, CHA 7
Combat Actions2
Damage Modifier+1D4
Strike Rank10
Magic Points10
Move4m
SkillsAthletics 42%, Evade 34%, Influence 44%, Perception 26%, Persistence 31%, Resilience 40%, Stealth 35%, Streetwise 44%, Throwing 30%, Unarmed 55%
Combat SkillsAny Weapon 73%

Faction Opposition (d100 βˆ’ faction SIZ)

RollOpposition
01–10No opposition β€” discredited/destroyed, or opposition impossible to mount.
11–20Low-level opposition; a few individuals voice opinions, no organised faction.
21–40A loose affiliation of individuals has formed, making views known in influential circles.
41–60A formal opposing faction with a secretariat in a wider political organisation as power base.
61–80A formal opposing faction with a small, local guild or cult as power base.
81–90A formal opposing faction with a medium sized guild or cult (power in several towns / a large city).
91–00A formal opposing faction with a large guild or cult with extensive operations.

Opposition Attitudes

RollAttitude
01–10None.
11–20Muted verbal opposition in political arenas, otherwise negligible.
21–40Constant protests at operations/aims, conducted in political circles.
41–60Orchestrations of public opposition, including smear campaigns and rumour-mongering.
61–80Confrontational/antagonistic tactics against individuals, to discredit and harm reputation.
81–90Intermittent physical attacks carried out by hired third parties.
91–00Constant physical, verbal and political assaults by both members and third parties.

Faction Ranks

RankRequirement
Rank and FileEntry level β€” meet the faction's membership conditions.
AgentProve worth and raise 5 skills β€” and/or the relevant passion β€” above 50% (or hold highly useful connections/positions).
Decision MakerDemonstrate important skills at 80%+, proven worth, and valuable contacts.
FigureheadAt least 3 faction-useful skills at 90%+ plus the right connections (appointed by Decision Makers).

Passion Starting Values

Base is always own POW + CHA.

Passion ObjectAdditions
A person, romantic context+ target's POW + target's CHA
A person, platonic context+ target's CHA
A group of people+ 1D10+10
A country+ 1D10+10
An object+ 1D10+10
An ideal+ 1D10+10
A political goal+ faction's INF
Opposition to another faction+ faction's INF

Passion Changes

MagnitudeChange
Minor deepening/diminishmentΒ±1D10
Substantial deepening/diminishmentΒ±1D10+5
Major deepening/diminishmentΒ±1D10+10

Guilds

Guild Affiliation Benefits

StrengthTraining DiscountGoods Discount
loose10%0%
weak20%10%
strong30%20%

Guild Traditions

TraditionAPBenefit
Superb or fearsome reputation2Members may use the guild's Renown in place of their own. Renown by size: small 3D6+30, medium 3D6+40, large 3D6+50, huge 3D6+60.
Secret professional technique2+20% to Influence and Commerce when members promote their own business.
Guild myth2Create a myth (calculate Resonance per the Mythras Core Rules); its critical range is added as a bonus to 3 particular guild skills.
Group ritual / ceremony3After the ceremony members make a Persistence test; on success one relevant skill is increased by half for 1D6+1 days.

Guild Obligations

DirectionObligation
Guild β†’ memberProtect and represent members' interests
Guild β†’ memberNegotiate commodity prices
Guild β†’ memberSet tariffs, prices and quality standards
Guild β†’ memberEstablish weights and measures
Guild β†’ memberExtend and guarantee markets
Guild β†’ memberRepresent members on civil matters
Guild β†’ memberNegotiate raw material costs
Guild β†’ memberOffer short-term loans at no or nominal interest
Member β†’ guildPay dues on time and in full
Member β†’ guildRespect the guild's officers
Member β†’ guildUphold agreed tariffs, prices and standards
Member β†’ guildRepresent the guild with integrity
Member β†’ guildRespect other members' work
Member β†’ guildEncourage eligible others to join
Member β†’ guildDo not trade with sanctioned parties
Member β†’ guildReport transgressions
Member β†’ guildAttend annual and other called meetings
Member β†’ guildRepay guild loans

Guild Punishments

TransgressionFineOther Penalties
Late payment of dues1 silver per month over the due dateSummons to the Alderman to explain.
Non-payment of dues12 silvers (first offence)24 silvers for a second offence; expulsion for all others.
Ignoring guild instructions3 months' dues, immediate6 months' dues for a second offence; expulsion for all others.
Refusal/inability to repay a guild debt in fullUp to 2 years' dues; confiscation of equipmentSuspension or expulsion per circumstances.
Failing to adhere to guild standardsUp to 2 years' dues; confiscation of equipmentSummons; suspension or expulsion.
Denying assistance to guild officersUp to 1 year's duesUp to 2 years' dues for repeat; suspension/expulsion for all others.
Failure to attend annual/ad-hoc meetings1 month's duesSummons; 2 months' dues for repeat offenders.
Under/overcharging without prior guild approvalUp to 1 year's dues per circumstancesSuspension or expulsion.
Dealing with a sanctioned guildUp to 1 year's dues per circumstancesSuspension or expulsion.
Bringing the guild's name into disreputeUp to 2 years' dues per circumstancesSuspension or expulsion.
Abuse/violence upon guild officers or membersβ€”Automatic expulsion.

Guild Officers

OfficerRoleTypical Skills
AldermanDirects activities and supervises lower officers; one per town or city.Commerce 80%, Influence 80%, Lore (Administration) 80%, Lore (Guild) 80%, Oratory 60%
StewardManages funds and accounts.Commerce 70%, Influence 60%, Lore (Administration) 60%, Lore (Guild) 60%, Perception 60%
DeanSummons members and polices behaviour.Influence 70%, Lore (Administration) 70%, Lore (Guild) 70%, Perception 70%
SearcherInspects merchandise and premises; answers to Deans.Commerce 60%, Influence 70%, Lore (Administration) 70%, Lore (Guild) 70%, Perception 70%
ClerkKeeps records and minutes; answers to Deans.Lore (Administration) 70%, Lore (Guild) 60%, Lore (Scribe) 70%

Master Qualification

RequirementValue
Profession skill80%+
Own premisesRequired
Apprentices employed1
Journeymen employed1
Years as member3+
Influence60%+
Council testInfluence at -20%
NotesGood standing (no serious breach). Convinces the Council of Masters via a successful Influence test at -20%.

Guild Training Rates

RankCost
ApprenticeFree during apprenticeship; on completion gains skills at their starting % +20%, capped at half the master's level.
JourneymanFree training, acquired at the usual (normal) rates.
Guild memberHalf the normal cost.
MasterA quarter of the normal cost (occasionally free if it advances the guild).

Guild Dues

Member TypeMonthly Dues
Standard member1–5 SP
Master6–10 SP

Imperial Characters

Imperial Professions

ProfessionCulturesCommon Skill BonusesAdvanced SkillsDescription
AmbassadorCivilised, Mariner, NobleInfluence +30%; choose one: Lore (Regional) +10% or Perception +10%Pick one: Courtesy, Language, Lore (Bureaucracy), Lore (Customs), Lore (Diplomacy), Lore (Government), Lore (Philosophy), OratoryDiplomats who represent a sovereign state on foreign soil, carrying the Symbol of Authority to channel their motherland's power.
Counsellor / Politician / SenatorBarbarian, CivilisedEvaluate +10%, Influence +15%, Perception +5%Oratory; pick one: Courtesy, Lore (Administration), Lore (Bureaucracy), Lore (Government), Lore (Law)Career politicians β€” advisers, local politicians, senators β€” who formulate policy, anticipate consequences, and excel at debate.
EmperorBarbarian, Civilised1H Weapon +10%, 2H Weapon +10%, Influence +30%, Perception, RidePick two: Artistic Expression, Courtesy, Dance, Lore (Empire), Lore (Government), Lore (Royalty), Lore (Traditions), OratoryRulers over nations and all the dominions of an empire β€” informed, wise, and ambitious.
Imperial GovernorCivilised, NobleInfluence +20%, Persistence +10%Pick two: Courtesy, Language, Lore (Administration), Lore (Bureaucracy), Lore (Government), Oratory, SurvivalAppointed to rule a province or dominion for the empire, directly or via a local ruler, with a full administration at their disposal.
Monarch (King or Queen)All1H Weapon +10%, 2H Weapon +10%, Influence +30%, RidePick two: Artistic Expression, Courtesy, Dance, Lore (Government), Lore (Royalty), Lore (Traditions), OratoryThe king or queen of a realm, holding their place through birth and right of succession.

Heroic Ability

AbilityRequirementsHero PointsDescription
Supreme Executive AuthorityINT 15 or CHA 15 or higher; Influence 90% or higher12You are the embodiment of your state. You derive the minimum bonuses from your state's Capabilities as permanent bonuses with no Influence test, and need no Symbol of Authority β€” your name suffices. Stacking multiple bonuses still requires an Influence test at half value.

Authority β€” Capability Skill Bonuses

Base bonus = 2Γ— the capability's critical range; Hero Point β†’ 3Γ—; Persistence test at half β†’ 4Γ—. Secondary capabilities contribute at half value.

CapabilityBonus applies to
CommerceEvaluate, Influence, Lore (Economics), Lore (Trade), Streetwise
CultureArtistic Expression, Courtesy, Dance, Influence, Lore (Arts), Lore (World)
DiplomacyCourtesy, Influence, Lore (Diplomacy), Lore (Philosophy), Oratory
DogmaInfluence, Lore (Philosophy), Lore (Specific Theology)
EspionageEvaluate, Influence, Lore (Local Knowledge), Lore (Psychology), Lore (World), Perception
GovernmentInfluence, Lore (Politics), Lore (World), Oratory, Perception
LoyaltyInfluence, Lore (Politics), Lore (World), Oratory, Perception
MagicCommon Magic, Lore (Specific Theology), Manipulation, Pact, Sorcery (Grimoire), Spirit Binding, Spirit Walking
TechnologyEngineering, Evaluate, Mechanisms
WarfareInfluence, Lore (Strategy & Tactics), Survival