A title is a name you earn, one at each Tier from 0 to 5, and a path is a line of titles. Earning a title gives its benefit at once and a Legacy you can use once, ready again after downtime.
Paths and Titles
A title is a name you earn. Each has a Tier from 0 to 5. A path is a line of titles that tells one life. A full path runs Tier 0 to 5.
One title at each Tier. You hold at most one title at each Tier, and none above your own Tier. No title needs the one below it. A lower Tier you left empty can still be filled.
Tier 0 is your background. At creation pick a role, then one of its four full paths. That path's Tier 0 title is yours from the start, with its Gear and one Token. A Token is a keepsake with no mechanical weight: pick one from the path's list or invent your own. Nobody earns a Tier 0 title in play.
Roles. A party has five jobs.
King builds the demesne.
Ranger explores and improves the land.
Mage advances the study of magic in the region.
Inquisitor protects the land from demonic threats: the Crowns, their cults, fiends and the walking dead.
Chancellor fills the treasury and gets the gold home.
Your role is your background's role. You may earn titles from any path.
Universal paths belong to no role and have no Tier 0. A Mythic title is a Tier 5 title with no path behind it.
Earning a title. Do what a title asks, in play, and it is yours. Characters who do the deed together each earn it. You gain its benefit at once, yours to keep, and its Legacy.
Each downtime. A benefit that comes each downtime comes once per stretch of downtime. The months you spend set the downtime's tier, by the Investment Table (Part 8): 1, 2, 3, 6 or 10 months for Tier 1 to 5. A benefit never goes above its title's own Tier.
Legacy. A Legacy is a dramatic moment. Say its name and it does what its entry says. You keep the Legacy of every title you hold. Each can be used once, and all of them are ready again after downtime.
Realism. Nobody arrives by plot convenience. Whoever a Legacy brings comes by road, at the speed people travel, from somewhere they could really be. If nobody could reach you, nobody comes. Real magic is another matter: a spell, a magic item or a Mythic power that teleports does what it says.
Followers. A follower is a Minor of its title's Tier, or a Major of that Tier where the title says so. A Minor follower is a retainer, and a Major follower uses the Major rules (both in Part 7B). All your followers may take the field together. They act on your turn and you roll for them. A band checks morale as any group does. A follower kept for a job may be sent to fight, as a Minor, unless its title says it does not. A follower who dies is replaced at your next downtime. Followers draw no wage. People a Legacy brings are whatever the GM has already made them. So is "every X in the region", which leaves out anyone sworn to your enemy.
Starting above Tier 1. A character made above Tier 1 holds their background path's titles below their own Tier, benefit and Legacy both. Their own Tier is left empty.
King Paths
The Noble
Role
King
Tiers
0 to 5
Gear
Shortsword (a court duelist's blade), fine clothes, signet ring, a loyal body servant (non-combatant), 2d6x5 gp
Token
Family crest, court invitation, scandal hidden, rival's threat, noble burden
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
0
Scion
Starting background
This path's Gear and one Token
Family Name. Wherever nobles are found, one who knows your house does you one favor.
1
Minor Noble
Build a manor house
A bodyguard, a Major, follows you and takes one hit for you each Rest
An Audience. One lord whose hall you can reach hears you out today.
2
Established Noble
Found an estate
No guard or watchman may search or disarm you
Court Whispers. Write to friends at court. Their answer, by courier, holds one secret of a noble house.
3
Influential Lord/Lady
Found a town
Heirloom armor with one Rare quality
Privilege of Rank. Wherever rank is honored, one arrest, charge or sentence against you or yours is set aside.
4
High Lord/Lady
Carve out a barony
Six household knights ride with you as retainers
Guest Right. For one day, every noble hall, keep and court you come to lets you and yours in.
5
Duke/Duchess
Found a duchy
You can make knights and barons, and the region honors your grants
Call the Banners. Send the summons. Your vassals ride to you with their knights, by road, for one battle.
The Soldier
Role
King
Tiers
0 to 5
Gear
Spear, three javelins, shield, light armor, campaign kit (bedroll, rations, iron spikes), 1d6x5 gp
Token
Unit insignia, campaign medal, discharge papers, comrade's memento, battle scar
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
0
Recruit
Starting background
This path's Gear and one Token
Old Comrade. Wherever soldiers are found, one who served with you does you one favor.
1
Veteran
Found a small guardpost
A sergeant, a Major, follows you and never breaks
Stand Fast. For one fight, you and every ally beside you cannot be routed, moved or frightened.
2
Decorated Soldier
Raise a militia
+1 Vitality, for good
Call the Unit. Send word and your old squad marches to you. They come by road, as fast as soldiers march, and fight beside you for one fight.
3
War Hero
Found a garrison
A squad of ten soldiers is yours, to bring along or leave holding a place
Dig In. Soldiers who are with you fortify any camp, hall or ruin overnight. It counts as a Secured camp, and attackers have disadvantage.
4
Battle Commander
Build a fortress
Heavy armor, a warhorse, and one Very Rare quality on a weapon
Storm the Gate. Soldiers who are with you break open one gate, wall or deck.
5
Marshal
Raise an army
Every soldier in the region obeys your orders
To Arms. Send the summons and every garrison and militia in the region marches to you for one battle. They arrive as fast as they can march.
The Diplomat
Role
King
Tiers
0 to 5
Gear
Fine clothes, diplomatic papers under seal, dagger, gifts for negotiation worth 25 gp, 1d6x5 gp
Token
Peace treaty, rival diplomat's respect, failed negotiation, breakthrough moment, the war you prevented (or started)
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
0
Herald
Starting background
This path's Gear and one Token
A Hearing. One person who would turn you away hears you out first.
1
Mediator
End a feud
An interpreter follows you as a retainer and speaks every local tongue
Neutral Ground. Send word and two feuding local factions come to parley where you name.
2
Negotiator
Sign a border treaty
+1 skill point
Safe Conduct. Ask one faction, in person or by letter. You and yours cross its ground unharmed, there and back.
3
Ambassador
Open an embassy
Under a flag of truce, no soldier or sworn man strikes you first
Stay Their Hand. Ask in person or by letter, and one faction puts off one move against you for a week.
4
Envoy
End a war
A Mirror of Mental Prowess
Truce. Walk between two forces in the field under a white flag. The fighting stops until the next dawn.
5
Grand Ambassador
Forge a grand alliance
Every envoy and herald in the region answers to you
Summit. Send word and the region's rulers come to one table, by road. You cannot make them agree.
The Peasant
Role
King
Tiers
0 to 5
Gear
Club, sling and pouch of stones, crawling kit, simple clothes, 3d6x5 gp (the family savings, dug up the day you left)
Token
Family heirloom, deed to worthless land, lucky charm, wedding ring, prayer beads
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
0
Common Folk
Starting background
This path's Gear and one Token
Open Door. Wherever common folk live, one family feeds and hides you for a night.
1
Reeve
Build a granary
Six laborers follow you to carry, dig and build, but do not fight
Seen Nothing. The folk of one farm, inn or work crew tell nobody you were there.
2
Voice of the Fields
Found a village
In a Recovery, 1 Stamina restores 1 Vitality
Many Hands. The working folk of the village you are in give you one day of hard labor.
3
People's Champion
Found a town council
In a crowd of common folk, nobody can find or seize you
Down Tools. For a day the working folk of the town you are in do no work.
4
Folk Hero
Found a village league
A Very Rare quality on a club, sling, staff or farm tool
The Mob. Send word to the villages. Their folk walk in and riot beside you for a night.
5
Tribune of the People
Found a parliament
No lord in the region can raise a tax or levy against your word
Idle Hands. Send word out. As it spreads, the commons of the region stop work for three days.
The Heir
Role
King
Tiers
1 to 3
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
1
Disinherited
Raise a loyal household
The family sword, with one Common quality
Old Servant. Wherever your house is remembered, one who served it opens one door for you.
2
Claimant
Retake a family holding
A sworn knight, a Major, follows you, mounted and in heavy armor
Loyal Roof. One loyalist household you can reach shelters and supplies you and yours.
3
Rightful Heir
Regain the family seat
+1 Vigor cap, for good
Loyal Swords. Send word and knights loyal to your blood ride to you by road. They do one task and go home.
The Heir Apparent
Role
King
Tiers
3 to 5
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
3
Regent in Waiting
Found a court of law
The sword of state, with one Rare quality
Requisition. In the crown's name, the place you are in hands over mounts, food, a ship or lodging.
4
The Rightful Monarch
Build a royal palace
You can pardon any crime and outlaw anyone in the demesne
Royal Summons. Send for any lord of the realm. He comes by road and answers to you.
5
Uncrowned Sovereign
Found a kingdom
A royal guard of twenty goes where you go
The King's Peace. Proclaim it. As word spreads, all private war in the region stops for a month.
The Fallen Hero
Role
King
Tiers
3 to 5
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
3
Legend Tarnished
Rebuild a ruined town
Once per fight, one attack that hits you misses
Still a Hero. Where your name is known, one crowd takes your side. It will not fight and will not move.
4
The Return
Restore a fallen city
Your sword and your armor each gain one Rare quality
Old Ally. Send for an old companion, a Major. If they can reach you, they come for one venture.
5
The Twice-Lived
Raise a fallen kingdom
Once per day, you succeed on any one roll
The Old Banner. Raise it. Veterans within a day's march who remember you come and fight one battle under it.
Ranger Paths
The Ranger
Role
Ranger
Tiers
0 to 5
Gear
Shortbow and 20 arrows, hunting dagger, light armor, survival kit (snares, skinning knife, tinder, three days rations), 1d6x5 gp
Fellow Traveler. Wherever travelers stop, one shares a meal and news of the road.
1
Traveler
Blaze a trail
A riding horse and a pack mule that never bolt
Shortcut. You know a shorter way to one place within one travel day. You get there in half the time, and its Navigation saves pass.
2
Road-Wise
Build a bridge
Gloves of Swimming and Climbing
Safe Path. You know a safe way through one stretch of dangerous country. You and those with you walk it unharmed for one travel day. No day die is rolled and its Navigation saves pass. The camp die still rolls.
3
Pathfinder
Build a road
+1 Vigor cap, for good
An Old Friend. In any settlement travelers reach, you know someone who lives there. They shelter you or vouch for you.
4
Wayfarer
Open a mountain pass
A Folding Boat and a Necklace of Adaptation
Hidden Way. You find a way round one wall, river or army. You and those with you still walk it.
5
Master Guide
Build a great highway
Every guide and ferryman in the region obeys your orders
Unseen March. A host you guide crosses the region unseen, by ways nobody watches. Its Navigation saves pass, and it walks every mile. The day die still rolls: on an encounter, that group has seen the host and nobody else has.
The Sailor
Role
Ranger
Tiers
0 to 5
Gear
Shortsword, navigator's tools (charts, compass, sounding line), rope and grappling hook, sailor's clothes, 2d6x5 gp
Shipmate. Wherever ships put in, one sailor you worked beside does you one favor.
1
Deckhand
Build a small dock
A small boat is yours, sound and seaworthy
Working Passage. Any ship in port takes you and those with you aboard. She sails where she was bound.
2
Boatswain
Start a ferry
Three sailors follow you as retainers
Every Port Knows Me. In any port, the dockhands tell you which ships came and went and what they carried.
3
Ship's Master
Build a harbor
No vessel you pilot runs aground or loses her way
Loan of a Ship. In any port, a captain there lends you his ship and crew for one voyage. Then she goes home.
4
Captain
Chart an unknown coast
A ship is yours, armed and crewed by twelve sailors
Run the Blockade. A ship you command slips past one blockade, chain or harbor watch unseen.
5
Commodore
Found a great port
Every captain in the region obeys your orders
Call the Fleet. Send word and every ship in the region's ports sails to you for one battle. They come as fast as wind and oar allow.
The Refugee
Role
Ranger
Tiers
0 to 5
Gear
Spear, crawling kit, blanket, healing salve, 2d6x5 gp
Token
Faded map of homeland, prayer book, family recipe, scar from escape, foreign coin
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
0
Displaced
Starting background
This path's Gear and one Token
Shared Bread. Wherever refugees are found, one family feeds and shelters you. It counts as a Secured camp.
1
Homesteader
Build a homestead
Advantage on the Sense save to forage
Slip Away. You and those with you go on foot before anyone notices, and leave no trail.
2
Survivor's Voice
Settle a hamlet
+1 Vitality, for good
Survivor's Network. Wherever refugees live, they feed and shelter everyone you bring them for one month. It counts as a Secured camp.
3
Founder
Found a frontier town
Ten settlers are yours, to build, dig or plant where you say
Barn Raising. Settlers who are with you raise a palisade, a barn or a bridge in one day.
4
Symbol of Resistance
Settle a valley
Refugees and settlers who fight beside you never break
Rise Up. Send word and refugees nearby come on foot to fight beside you for one fight.
5
Architect of Return
Settle a new homeland
Every refugee and settler in the region obeys your orders
Homecoming. Send word and every refugee in the region walks to one place you name, carrying all they own.
The Monster Slayer
Role
Ranger
Tiers
1 to 5
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
1
Monster Hunter
Kill a dangerous beast
The Hunting quality on a weapon of your choice
Local Lore. Wherever people live near a monster, they tell you where it dens and when it hunts.
2
Proven Slayer
Clear a monster nest
+1 Vitality, for good
The Hunter's Lodge. Wherever hunters keep a lodge, it arms you and those with you for one hunt with silver, oil and poison.
3
Master Hunter
Slay a great monster
Each Major monster you kill yields a Tier 2 alchemical item
Its Weakness. You learn what harms one monster you have tracked, and attack it with advantage for one fight.
4
The Slayer
Slay a dragon
Minor monsters break the first time you hit them
Bait. You lure one monster you have tracked to ground you chose. It comes in its own time.
5
Grand Slayer
Slay a region's terror
Every monster hunter in the region obeys your orders
The Great Hunt. Send word and the region's monster hunters ride to you, as fast as they can, for one hunt.
The Exile
Role
Ranger
Tiers
3 to 5
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
3
Leader of the Lost
Found a hidden refuge
Ten exiles follow you, to bring along or leave on watch
Safe House. Wherever exiles or outcasts live, they hide you and those with you. No search finds you.
4
Exile of Note
Open a smugglers' road
A Portable Hole and an Eversmoking Bottle
Friends Abroad. Write to exiles at one foreign court. One speaks for you there and writes back.
5
Government in Exile
Found a city of exiles
Every exile and outlaw in the region obeys your orders
The Underground. Send word and exiles take any number of people out of the region by hidden roads, on foot. These count as roads for pace and Navigation.
Mage Paths
The Scholar
Role
Mage
Tiers
0 to 5
Gear
Staff, spellbook (empty or starter), component pouch, ink, quills and journal, student robes, 2d6x5 gp
Token
Mentor's sigil, half-learned spell, cryptic lesson, magical Faith, mentor's last words
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
0
Student
Starting background
This path's Gear and one Token
Classmate. Wherever scholars are found, one who studied with you does you one favor.
1
Learned
Start a small archive
An apprentice follows you as a retainer and casts Witch-Sight
Consult the Archives. In any library you can reach, one book answers your question.
2
Published Scholar
Found a library
+1 skill point, spent in Scholarship or Occultism
Expert Opinion. Send word and the best living expert on your question writes back, as fast as a letter travels.
3
Expert Authority
Build a wizard's tower
Each downtime you scribe one spell scroll of the downtime's tier, up to Tier 3
Open the Collection. One private library, archive or vault of lore lets you in for a day.
4
Master of Lore
Found a school of magic
A Tier 3 wand, and you can use wands
Break the Seal. A night among books tells you how to undo one ward or seal you have seen.
5
Dean Emeritus
Found a university
Every scholar and wizard in the region does the work you set
Convocation. Send the summons and the region's scholars come by road, with their books, to answer one question.
The Cursed
Role
Mage
Tiers
0 to 5
Gear
Dagger, a bundle of charms and wards pressed on you by frightened neighbors, crawling kit, antitoxin, 2d6x5 gp
Token
Failed charm, hag's knotted cord, page you cannot read, key to a shunned house, covered mirror
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
0
Afflicted
Starting background
This path's Gear and one Token
Fellow Sufferer. Wherever the cursed are found, one of them does you one favor.
1
Charm-Breaker
Break a person's curse
You can break any minor curse on a person or thing with an hour's work
The Mark. One hag or spirit you meet bargains with you where it would eat anyone else.
2
Curse-Bearer
Cleanse a cursed house
+1 to all saving throws, for good
The Hidden Page. One cursed or forbidden text shows you the passage no one else can read.
3
Master of Curses
Free a cursed village
Six of the cursed follow you as retainers and cannot be frightened
Ask the Bound. One bound or restless spirit you can speak to answers three questions truthfully.
4
Living Hex
Lift a valley's curse
One touch a day curses: Sense save or disadvantage on saves until dawn
Turn the Curse. One curse or spell cast at you rebounds on its caster.
5
Curse Master
End a kingdom's curse
Every witch, hag and cursed soul in the region answers to you
Walk Through. For the day and the night after it, you and those with you cross any cursed place unharmed. On Corrupted ground no day die or camp die is rolled.
The Pact-Bound
Role
Mage
Tiers
0 to 5
Gear
Dagger, the contract in a hand that is not yours, component pouch, fine clothes bought with the first payment, healing salve, 2d6x5 gp
Token
Patron's seal, quill you signed with, cult candle stub, glove that hides the mark, leaf that never wilts
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
0
Supplicant
Starting background
This path's Gear and one Token
Fellow Servant. Wherever your patron is served, one servant does you one favor.
1
Warlock
Bargain with a spirit
You know one Tier 1 arcane spell and cast it with Heart
Ask the Patron. Your patron answers one question truly. It never tells the whole of it.
2
Favored Servant
Seal a hag's pact
A flying imp, a Major, follows you and can go unseen
Call the Cult. Send word and your patron's nearest cult comes by road for one night's work.
3
High Warlock
Found a coven
+1 Vigor cap, for good
Call in the Bargain. For one fight your pact-mark burns. Minors who see it will not attack you.
4
The Patron's Voice
Treat with a fey court
A Ring of Spell Storing, refilled each downtime with a spell of the downtime's tier, up to Tier 4
Its Voice. One lesser fiend, fey or spirit you face obeys one order.
5
The Bound King/Queen
Bind a demon prince
Every warlock and coven in the region obeys your orders
Hell Knows Your Name. For one scene, no fiend or spirit strikes first at you or those with you.
The Lost
Role
Mage
Tiers
0 to 5
Gear
Shortsword of unfamiliar make, three objects you cannot identify, unusual clothes, crawling kit, sunrod, 2d6x5 gp (coin no local moneychanger recognizes)
Token
Unknown origin, recurring dream, inexplicable skill, missing time, the face in the mirror
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
0
Touched by Beyond
Starting background
This path's Gear and one Token
Strange Eyes. Wherever seers are found, one of them does you one favor.
1
Sign-Reader
Chart a strange place
You can cast Read Omens, with Sense as your casting stat
Strange Signs. You know what one strange mark, light or sound means and what made it.
2
Walker Between
Find a source of magic
A Lantern of Revealing
The Strange Place. In one strange place, you know the safe way through, and every Navigation save there passes. You must still walk it.
3
Strange Wanderer
Build an observatory
A creature from beyond, a Major, follows you and never sleeps
Alien Tongue. For one scene you and any creature understand each other.
4
Breach-Touched
Seal a great breach
Advantage on all saves against spells and magical effects
Hold the Breach. One rift or gate you stand before stays shut until dawn.
5
The Unreturned
Tame a region's wonder
Every occultist in the region obeys your orders
Kin of the Beyond. For one scene, one creature from beyond this world that you meet treats you as kin.
The Touched
Role
Mage
Tiers
1 to 3
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
1
Marked
Wake a standing stone
You cannot be surprised
Whispers. The presence tells you one true thing about where you stand. It is never plain.
2
Conduit
Raise a stone circle
One weapon of yours gains the Shocking quality
The Presence Shields. One hit that lands on you or an ally beside you does nothing.
3
The Chosen Vessel
Wake a place of power
Six believers follow you as retainers and never break
The Presence Speaks. It shows you one place or person you name, as they are right now.
The Transformed
Role
Mage
Tiers
2 to 4
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
2
Shapeshifter
Capture a magical beast
+1 AC, for good
Beast Senses. For one scene you track by scent, see in the dark and hear a heartbeat through a wall.
3
Master of Forms
Found a menagerie
You wear any humanoid face you have seen, at will, as Stolen Face
Embrace the Change. For one scene you become a beast of Tier 3 or lower and keep your own mind.
4
Living Chimera
Capture a chimera
No beast attacks you unless you strike it first
Chimera. For one scene you grow wings, claws and an armored hide.
The Vessel
Role
Mage
Tiers
3 to 5
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
3
Shared Soul
Bind a powerful spirit
+1 Vigor cap, for good
It Remembers. The entity answers one question about something older than living memory.
4
Living Prison
Build a spirit prison
An Iron Flask
Terrible Presence. For one fight the entity looks out of your eyes. No Minor will come within reach of you.
5
The Cage
Seal an ancient evil
Every lesser spirit in the region obeys your orders
Channel the Entity. For one scene the entity holds your body. You are immune to all conditions.
Inquisitor Paths
The Acolyte
Role
Inquisitor
Tiers
0 to 5
Gear
Holy symbol, mace, religious vestments, prayer book, healing salve, 2d6x5 gp
Road Companion. Wherever pilgrims walk, one who knows you does you one favor.
1
Wandering Faithful
Raise a wayside shrine
A Tier 1 relic of your choice
Holy Ground. Any shrine or temple you reach hides and shelters you and yours for one night. It counts as a Secured camp, and no camp die is rolled.
2
Blessed Pilgrim
Recover a saint's relic
+1 Vitality, for good
Blessed Road. Bless one journey of up to a week. Your party meets no accident on it, a failed Navigation save included, and no day die or camp die is rolled.
3
Holy Wanderer
Ward a town
Ground where you and your party sleep is holy until dawn, a Secured camp with no camp die
Pilgrims Rally. Wherever pilgrims are gathered, they take up staves and fight beside you for one fight.
4
Saint's Companion
Open a pilgrim road
A Tier 3 relic of your choice
Wake the Relic. One relic you carry releases its litany and is not destroyed.
5
Hajji Master
Found a holy city
Any shrine in the region lends you its relics
Procession. Send word and the region's pilgrims walk to a place you name. While they keep vigil, nothing unholy enters it.
The Awakened
Role
Inquisitor
Tiers
2 to 5
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
2
Seer
Break up a cult's rite
You see the invisible and the true form of shapeshifters
Forewarning. Sleep, and a seer's dream shows you the next danger on your road and where it waits.
3
Oracle
Build a seer's sanctum
A Helm of Telepathy
Hidden Truth. Name someone you have met. A seer's dream shows you one thing they are hiding.
4
Prophet
Stop a great summoning
Six disciples follow you as retainers
Find the Lost. Name one lost person or thing. A seer's dream shows you where it lies.
5
Grand Oracle
Unite a region's seers
A Crystal Ball of True Seeing
Conclave. Send word and the region's seers travel to you. Ask them one question and get a true answer.
The Chosen
Role
Inquisitor
Tiers
3 to 5
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
3
Destiny's Champion
Cast out a fiend
The Banishing quality on a weapon of your choice
Shelter. Wherever believers are found, they hide you and yours from one enemy until dawn. It counts as a Secured camp.
4
The Prophesied
Break an undead host
Ten zealots follow you and never break
Sage's Word. Send word to a sage of the prophecy. They write back the weakness of one fiend or cult.
5
The Prophesied One
Banish a demon lord
Every believer in the region obeys your orders
The Movement. Send word and believers across the region march to you for one battle. They come on foot.
Chancellor Paths
The Merchant
Role
Chancellor
Tiers
0 to 5
Gear
Dagger, merchant's clothes, scales and weights, trade goods worth 30 gp, 1d6x5 gp in coin
Token
Trade license, family ledger, rare sample, trusted contact's seal, first profit coin
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
0
Peddler
Starting background
This path's Gear and one Token
Fair Price. Wherever goods are sold, one trader sells you one thing at cost.
1
Trader
Open a market stall
A pack mule and a Bag of Holding (Minor)
Market Talk. In any market, the traders tell you what is scarce, who is buying and what is on the road.
2
Established Merchant
Open a trading post
Any market sells to you as if its settlement were a tier higher
On Credit. In any market, take one thing you cannot pay for. The debt is due next downtime.
3
Guild Master
Found a merchant guild
A caravan with six guards is yours, to bring along, send out or haul a hoard home
Rare Goods. Send word and your agents find one rare thing for sale. It comes by wagon and you still pay.
4
Merchant Prince/Princess
Found a great fair
A Carpet of Flying
Call the Debt. One lord or guild you can reach owes you coin, and does one service to clear it.
5
Trade Magnate
Found a trade league
Every merchant in the region answers to you
Embargo. Send word and every market in the region shuts to one buyer you name, for a month. Word goes at a rider's pace.
The Guard
Role
Chancellor
Tiers
0 to 5
Gear
Longsword, shield, light armor, guard's badge, lantern and oil, manacles, 1d6x5 gp
Token
Oath of service, protected's token, dead partner's memory, duty roster, the one you couldn't save
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
0
Porter
Starting background
This path's Gear and one Token
Gate Friend. Wherever a gate is kept, one keeper lets you through after hours.
1
Watchman
Build a strongroom
You cannot be surprised
Hue and Cry. Shout, and every guard and watchman within earshot comes running to you.
2
Senior Guard
Build a toll gate
+1 Vitality, for good
Stop and Search. Wherever a watch is kept, it stops and searches one cart, ship or house on your word.
3
Captain of the Watch
Found a town watch
Armor and a shield with one Rare quality on either
Turn Out the Watch. Send word to the watch house and the watch turns out for one night's work. They come on foot.
4
Provost Marshal
Garrison a trade road
Ten mounted guards are yours, to ride with you or a cargo
Clear the Road. Guards who are with you drive one band off a road, bridge or pass.
5
Lord/Lady Commander
Found the road wardens
Every guard in the region obeys your orders
Shut the Gates. Send riders, and each town in the region shuts its gates for a day once they reach it.
The Thief
Role
Chancellor
Tiers
0 to 5
Gear
Two daggers, thieves' tools, grappling hook and rope, dark clothes, 2d6x5 gp
Borrowed Bench. Wherever your trade is worked, one master lends you his bench.
1
Journeyman
Open a workshop
+1 skill point, spent in a Crafting tree
Fine Tools. Given a day and materials, make one tool that gives advantage on the work it was made for.
2
Master Craftsman
Build a mill
Each downtime you can make one weapon or armor quality of the downtime's tier, up to Tier 2
Master's Lock. Given a day and materials, make a lock, chest or door that cannot be picked, only broken.
3
Guild Honored
Build a foundry
Six journeymen are yours, to bring along or leave working an order
Guild Hands. Send word and the craftsmen of the town drop their own work and finish your one order.
4
Renowned Artisan
Build a shipyard
One Very Rare quality on a piece you made
Masterwork. Given a week and materials, make one piece fit for a court. Whoever takes it owes you a favor.
5
Grandmaster
Found a mint
Every craftsman in the region works to your order
Great Work. Send word and every guild in the region sends hands by road. In one month they raise one bridge, wall, ship or engine.
The Sellsword
Role
Chancellor
Tiers
3 to 5
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
3
Elite Mercenary
Raise a free company
+1 martial point
The Market. Wherever sellswords drink, they tell you who is hiring, what the job really is and who does not pay.
4
Senior Contractor
Hold a lord to ransom
A Rare quality on a weapon and another on armor
Down Swords. Send word to one free company you can reach. It sits out one day's fighting.
5
Captain-General
Hold a king to ransom
Every sellsword in the region obeys your orders
Name Your Price. One ruler you can reach who needs swords grants you one favor as your fee. You still do the job.
Universal Paths
The Performer
Universal.Tiers: 1 to 5.
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
1
Street Performer
Win a hostile crowd
+1 skill point, spent in Performance
Hold the Room. While you perform, nobody in one room looks away or leaves.
2
Renowned Entertainer
Form a troupe
A Hat of Disguise
Stir the Crowd. One crowd that hears you out takes up the mood you play, for the night.
3
Star Performer
Open a playhouse
An understudy follows you as a retainer and can pass for you
The Mirror. Play out a crime before a hall. Anyone there who did it gives themselves away.
4
Master Performer
Hold a great festival
A Deck of Illusions
Move the Throne. A ruler who hears you out grants one pardon, stay or hearing.
5
Virtuoso
Found a bardic college
Every minstrel in the region sings what you give them
Command Performance. Send word and a region's rival powers come by road to hear you. They keep truce until you finish.
The Escaped
Universal.Tiers: 1 to 3.
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
1
The Escaped
Escape your captors
Given a minute, you slip any rope, chain or manacle
The Weak Link. Watch one cell, cage or guard post for an hour. You learn its one flaw.
2
Known Fugitive
Free a chain gang
A runaway follows you as a retainer and opens any common lock
Passing as Property. You and yours enter one place as its slaves or servants. Nobody looks twice.
3
The Unbound
Break open a prison
Captives anywhere obey you over their keepers
The Hidden Road. Wherever runaways are found, they pass you and those with you out of one settlement unseen, on foot.
The Orphan
Universal.Tiers: 1 to 3.
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
1
Street Survivor
Take in an orphan
+1 skill point, spent in Streetwise
Light Fingers. Wherever street children are found, one lifts a key, purse or letter off someone you point out.
2
Urchin King/Queen
Raise an urchin gang
You jump triple distance, and falls cannot wound you
Commotion. Wherever street children are found, a pack draws all eyes in one street for a few minutes.
3
Shadow Network
Found a beggars' guild
Six beggars follow you as retainers and go unnoticed
Shadowed. In any town, its beggars follow one person for a night. You learn where they went and who they met.
The Reborn
Universal.Tiers: 1 to 5.
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
1
Returned
Save a lost child
When you catch a Second Wind, you make one attack at once
Last Words. Sit with one who is dying. They live until they have told you one true thing.
2
Death-Touched
Save a lost family
Undead never attack you first
Death Denied. When a hit would cost you a wound, it costs none. You still catch your Second Wind.
3
Twice-Born
Save a lost patrol
Poison and disease cannot harm you
Play Dead. You pass for a corpse to anyone who checks, for as long as you lie still.
4
Deathless
Save a lost expedition
A Ring of Regeneration
Back From the Grave. Enemies who thought you dead and see you alive are frightened for one fight.
5
The Undying
Save a lost army
You no longer need to breathe, eat or sleep, and no injury roll can kill you: a roll of 31 or more counts as 30
Take the Blow. For one fight, any hit on an ally beside you can land on you instead.
The Hunted
Universal.Tiers: 1 to 4.
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
1
Fugitive
Lose a pursuer
Goggles of Night and a Rope of Climbing
Fresh Horses. Wherever outlaws are found, one has fresh horses for you and yours. Nobody asks questions.
2
The Quarry
Ambush a bounty hunter
Once per Rest, one missile that hits you misses
Tip-Off. Wherever outlaws are found, one tells you who hunts you and how close.
3
Most Wanted
Shake off a manhunt
An Amulet of Proof Against Detection
False Trail. Send word and the outlaws of one settlement swear you went the other way. One pursuit follows the lie for a day.
4
The Unkillable
Break an assassin guild
Critical hits against you are normal hits
Smuggler's Passage. Wherever smugglers work, they carry you and yours out with the cargo.
The Liberator
Universal.Tiers: 1 to 5.
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
1
Agitator
Free a workhouse
An Immovable Rod and a Bell of Warning
The Press. Wherever your cause has friends, a printer copies one sheet overnight and posts it along one street.
2
Voice of Change
Free a village
+1 skill point, spent in Leadership
The Barricade. Wherever your cause has friends, they block one street overnight. It stops horse and cart until cleared.
3
Liberation Leader
Free a town
Five rebels follow you as retainers and pass for common folk
A Friend Inside. Wherever your cause has friends, one guard warns you of a raid or leaves one door unbarred.
4
Cell Commander
Free a valley
Rebels who fight beside you never break
The Couriers. One message reaches every town in the valley, past any checkpoint, as fast as a rider.
5
Liberation General
Overthrow a tyrant
Every rebel in the region obeys your orders
The Rising. Send word and every cell in the region rises on the day you name. Each strikes where it stands.
The Betrayer
Universal.Tiers: 1 to 4.
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
1
Turncoat
Betray a gang
The Venomous quality on a blade of your choice
Changed Story. One witness you can reach, who can be bought, tells it your way. You still pay.
2
The Faithless
Betray a petty lord
A spy follows you as a retainer and passes for a servant
In Your Pocket. Someone inside one gang or household you can reach tells its master one lie of yours.
3
Master Betrayer
Betray a town's rulers
No check or magic can tell when you lie
The Dirt. Name one person in a town where you have ears. You learn one secret they would pay to keep.
4
The Knife in the Dark
Betray a great house
Your attack on one who trusts you is a critical hit
The Plant. Send word and a servant you bought plants one thing in his master's house.
The Hermit
Universal.Tiers: 1 to 5.
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
1
Recluse
Build a hermit's hut
A Tier 1 alchemical item, brewed fresh each Rest
Sit the Night. Sit one night in silence by a house or camp. By dawn you know one thing its people hide.
2
Wise Hermit
Build a chapel
+1 to all saving throws, for good
The Riddle. Fast for a day over one riddle, cipher or puzzle. You know its answer.
3
Anchorite
Found a priory
A Cube of Force
True Nature. Name one creature, curse or haunting you have seen. You know what it truly is and what it wants.
4
Mystic Sage
Found a monastery
Your Fate refreshes to 4 each session, not 3
Old Stories. Name one ruin, tomb or old road. You know who made it and what they left there.
5
Elder Sage
Found an order of sages
Every sage and hermit in the region answers to you
The Forgotten Path. Name a place in the region. You know an unwatched way there, with no Navigation save, and must still walk it.
Mythic Titles
Each stands alone. Nobody starts as one and nobody is half of one. A Mythic Legacy may be supernatural, but it brings nobody from nowhere and wins nothing by itself.
The Kingslayer
Role
King
Tier
5
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
5
The Crownless
Slay a king
Your hits on a ruler are critical hits
The Crown Falls. Declare against one ruler in the region. As word spreads, his vassals send him no men and no coin for a month.
The World-Walker
Role
Ranger
Tier
5
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
5
Walker of All Worlds
Map another world
You speak all languages and are immune to environmental hazards
Open the Way. Open a door to a world you have walked. Until dawn only you and yours pass, there and back.
The Unmaker
Role
Mage
Tier
5
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
5
The Void-Touched
Unmake an artifact
Once per day, you raise a 10-foot antimagic field for 1 minute
Unmake. Touch one made thing, magic or not, no bigger than a tower. It comes apart unless it is a creature.
The Ascendant
Role
Inquisitor
Tier
5
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
5
The Ascended
Cast down a false god
Once per day, your touch removes 1 wound from one person
Taste of Divinity. For one scene you fly and shine with a god's light. Unholy Minors who see you break.
The Prophet
Role
Inquisitor
Tier
5
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
5
The Final Prophet
Found a new faith
Once per day, you make anyone reroll one roll
Proclamation. Speak one prophecy in symbols. As word spreads, the region believes it and does as it sees fit.
The Dragon-Blood
Universal.Tier: 5.
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
5
The Wyrm Incarnate
Drink a great wyrm's blood
You fly on dragon wings, and fire cannot harm you
Dragon's Wrath. For one scene you breathe fire in a 60-foot cone. It deals 5 Vigor damage, or 1 on a save.
The Legend
Universal.Tier: 5.
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
5
The Eternal
Turn back an invasion
Twenty young heroes follow you as retainers and never break
Become the Myth. One impossible feat of strength or speed, not an attack, succeeds. All who see it tell the story.
The Apocalypse
Universal.Tier: 5.
Tier
Title
Earn it
Benefit, yours at once
Legacy, once between downtimes
5
The End of All Things
Raze a great city
Each downtime a ruler in the region sends you a magic item of the downtime's tier, up to Tier 5
Bring Down the Walls. Camp a month in sight of one fortress, bridge or city wall, and it is rubble.