KING

Paths & Titles

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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0ScionStarting backgroundThis path's Gear and one TokenFamily Name. Wherever nobles are found, one who knows your house does you one favor.
1Minor NobleBuild a manor houseA bodyguard, a Major, follows you and takes one hit for you each RestAn Audience. One lord whose hall you can reach hears you out today.
2Established NobleFound an estateNo guard or watchman may search or disarm youCourt Whispers. Write to friends at court. Their answer, by courier, holds one secret of a noble house.
3Influential Lord/LadyFound a townHeirloom armor with one Rare qualityPrivilege of Rank. Wherever rank is honored, one arrest, charge or sentence against you or yours is set aside.
4High Lord/LadyCarve out a baronySix household knights ride with you as retainersGuest Right. For one day, every noble hall, keep and court you come to lets you and yours in.
5Duke/DuchessFound a duchyYou can make knights and barons, and the region honors your grantsCall 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0RecruitStarting backgroundThis path's Gear and one TokenOld Comrade. Wherever soldiers are found, one who served with you does you one favor.
1VeteranFound a small guardpostA sergeant, a Major, follows you and never breaksStand Fast. For one fight, you and every ally beside you cannot be routed, moved or frightened.
2Decorated SoldierRaise a militia+1 Vitality, for goodCall 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.
3War HeroFound a garrisonA squad of ten soldiers is yours, to bring along or leave holding a placeDig In. Soldiers who are with you fortify any camp, hall or ruin overnight. It counts as a Secured camp, and attackers have disadvantage.
4Battle CommanderBuild a fortressHeavy armor, a warhorse, and one Very Rare quality on a weaponStorm the Gate. Soldiers who are with you break open one gate, wall or deck.
5MarshalRaise an armyEvery soldier in the region obeys your ordersTo 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)
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0HeraldStarting backgroundThis path's Gear and one TokenA Hearing. One person who would turn you away hears you out first.
1MediatorEnd a feudAn interpreter follows you as a retainer and speaks every local tongueNeutral Ground. Send word and two feuding local factions come to parley where you name.
2NegotiatorSign a border treaty+1 skill pointSafe Conduct. Ask one faction, in person or by letter. You and yours cross its ground unharmed, there and back.
3AmbassadorOpen an embassyUnder a flag of truce, no soldier or sworn man strikes you firstStay Their Hand. Ask in person or by letter, and one faction puts off one move against you for a week.
4EnvoyEnd a warA Mirror of Mental ProwessTruce. Walk between two forces in the field under a white flag. The fighting stops until the next dawn.
5Grand AmbassadorForge a grand allianceEvery envoy and herald in the region answers to youSummit. 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0Common FolkStarting backgroundThis path's Gear and one TokenOpen Door. Wherever common folk live, one family feeds and hides you for a night.
1ReeveBuild a granarySix laborers follow you to carry, dig and build, but do not fightSeen Nothing. The folk of one farm, inn or work crew tell nobody you were there.
2Voice of the FieldsFound a villageIn a Recovery, 1 Stamina restores 1 VitalityMany Hands. The working folk of the village you are in give you one day of hard labor.
3People's ChampionFound a town councilIn a crowd of common folk, nobody can find or seize youDown Tools. For a day the working folk of the town you are in do no work.
4Folk HeroFound a village leagueA Very Rare quality on a club, sling, staff or farm toolThe Mob. Send word to the villages. Their folk walk in and riot beside you for a night.
5Tribune of the PeopleFound a parliamentNo lord in the region can raise a tax or levy against your wordIdle 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
1DisinheritedRaise a loyal householdThe family sword, with one Common qualityOld Servant. Wherever your house is remembered, one who served it opens one door for you.
2ClaimantRetake a family holdingA sworn knight, a Major, follows you, mounted and in heavy armorLoyal Roof. One loyalist household you can reach shelters and supplies you and yours.
3Rightful HeirRegain the family seat+1 Vigor cap, for goodLoyal 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
3Regent in WaitingFound a court of lawThe sword of state, with one Rare qualityRequisition. In the crown's name, the place you are in hands over mounts, food, a ship or lodging.
4The Rightful MonarchBuild a royal palaceYou can pardon any crime and outlaw anyone in the demesneRoyal Summons. Send for any lord of the realm. He comes by road and answers to you.
5Uncrowned SovereignFound a kingdomA royal guard of twenty goes where you goThe 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
3Legend TarnishedRebuild a ruined townOnce per fight, one attack that hits you missesStill a Hero. Where your name is known, one crowd takes your side. It will not fight and will not move.
4The ReturnRestore a fallen cityYour sword and your armor each gain one Rare qualityOld Ally. Send for an old companion, a Major. If they can reach you, they come for one venture.
5The Twice-LivedRaise a fallen kingdomOnce per day, you succeed on any one rollThe 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
Token
Fur pelt, carved totem, wilderness map, animal companion's memory, untamed heart
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0TrapperStarting backgroundThis path's Gear and one TokenTrapper's Fire. Wherever trappers are found, one shares his fire and what he has seen. It counts as a Secured camp.
1Wilderness ScoutMap a small woodA tracking hound, a Major, follows you and never breaksHidden Camp. You and those with you take one Rest unfound in any wild place. It counts as a Secured camp, and no camp die is rolled.
2Proven TrackerBuild a hunting lodge+1 skill point, spent in HuntingRead the Ground. From one set of tracks you learn what made them, how many, how hurt and where they went.
3Master RangerMap a wildernessEyes of the EagleHunter's Network. Send word and hunters nearby come to you on foot. They track, guide and scout for one hunt, and its Navigation saves pass.
4Warden of the WildRaise a ranger companyOne Very Rare quality on your bowAmbush. You pick the ground and hide all who are with you. Your enemies are surprised.
5Chief RangerTame a frontierEvery ranger and hunter in the region obeys your ordersThe Wild Watches. Send word and every hunter in the region watches the trails for a month. Their news comes by runner.

The Wanderer

Role
Ranger
Tiers
0 to 5
Gear
Staff, crawling kit, road maps and compass, lantern, weathered cloak, 2d6x5 gp
Token
Strange stone, foreign trinket, journal of places, faded photograph, mysterious key
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0VagabondStarting backgroundThis path's Gear and one TokenFellow Traveler. Wherever travelers stop, one shares a meal and news of the road.
1TravelerBlaze a trailA riding horse and a pack mule that never boltShortcut. You know a shorter way to one place within one travel day. You get there in half the time, and its Navigation saves pass.
2Road-WiseBuild a bridgeGloves of Swimming and ClimbingSafe 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.
3PathfinderBuild a road+1 Vigor cap, for goodAn Old Friend. In any settlement travelers reach, you know someone who lives there. They shelter you or vouch for you.
4WayfarerOpen a mountain passA Folding Boat and a Necklace of AdaptationHidden Way. You find a way round one wall, river or army. You and those with you still walk it.
5Master GuideBuild a great highwayEvery guide and ferryman in the region obeys your ordersUnseen 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
Token
Captain's letter, ship's coin, storm survivor mark, sea chart, drowned shipmate's token
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0LandsmanStarting backgroundThis path's Gear and one TokenShipmate. Wherever ships put in, one sailor you worked beside does you one favor.
1DeckhandBuild a small dockA small boat is yours, sound and seaworthyWorking Passage. Any ship in port takes you and those with you aboard. She sails where she was bound.
2BoatswainStart a ferryThree sailors follow you as retainersEvery Port Knows Me. In any port, the dockhands tell you which ships came and went and what they carried.
3Ship's MasterBuild a harborNo vessel you pilot runs aground or loses her wayLoan of a Ship. In any port, a captain there lends you his ship and crew for one voyage. Then she goes home.
4CaptainChart an unknown coastA ship is yours, armed and crewed by twelve sailorsRun the Blockade. A ship you command slips past one blockade, chain or harbor watch unseen.
5CommodoreFound a great portEvery captain in the region obeys your ordersCall 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0DisplacedStarting backgroundThis path's Gear and one TokenShared Bread. Wherever refugees are found, one family feeds and shelters you. It counts as a Secured camp.
1HomesteaderBuild a homesteadAdvantage on the Sense save to forageSlip Away. You and those with you go on foot before anyone notices, and leave no trail.
2Survivor's VoiceSettle a hamlet+1 Vitality, for goodSurvivor's Network. Wherever refugees live, they feed and shelter everyone you bring them for one month. It counts as a Secured camp.
3FounderFound a frontier townTen settlers are yours, to build, dig or plant where you sayBarn Raising. Settlers who are with you raise a palisade, a barn or a bridge in one day.
4Symbol of ResistanceSettle a valleyRefugees and settlers who fight beside you never breakRise Up. Send word and refugees nearby come on foot to fight beside you for one fight.
5Architect of ReturnSettle a new homelandEvery refugee and settler in the region obeys your ordersHomecoming. 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
1Monster HunterKill a dangerous beastThe Hunting quality on a weapon of your choiceLocal Lore. Wherever people live near a monster, they tell you where it dens and when it hunts.
2Proven SlayerClear a monster nest+1 Vitality, for goodThe Hunter's Lodge. Wherever hunters keep a lodge, it arms you and those with you for one hunt with silver, oil and poison.
3Master HunterSlay a great monsterEach Major monster you kill yields a Tier 2 alchemical itemIts Weakness. You learn what harms one monster you have tracked, and attack it with advantage for one fight.
4The SlayerSlay a dragonMinor monsters break the first time you hit themBait. You lure one monster you have tracked to ground you chose. It comes in its own time.
5Grand SlayerSlay a region's terrorEvery monster hunter in the region obeys your ordersThe 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
3Leader of the LostFound a hidden refugeTen exiles follow you, to bring along or leave on watchSafe House. Wherever exiles or outcasts live, they hide you and those with you. No search finds you.
4Exile of NoteOpen a smugglers' roadA Portable Hole and an Eversmoking BottleFriends Abroad. Write to exiles at one foreign court. One speaks for you there and writes back.
5Government in ExileFound a city of exilesEvery exile and outlaw in the region obeys your ordersThe 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0StudentStarting backgroundThis path's Gear and one TokenClassmate. Wherever scholars are found, one who studied with you does you one favor.
1LearnedStart a small archiveAn apprentice follows you as a retainer and casts Witch-SightConsult the Archives. In any library you can reach, one book answers your question.
2Published ScholarFound a library+1 skill point, spent in Scholarship or OccultismExpert Opinion. Send word and the best living expert on your question writes back, as fast as a letter travels.
3Expert AuthorityBuild a wizard's towerEach downtime you scribe one spell scroll of the downtime's tier, up to Tier 3Open the Collection. One private library, archive or vault of lore lets you in for a day.
4Master of LoreFound a school of magicA Tier 3 wand, and you can use wandsBreak the Seal. A night among books tells you how to undo one ward or seal you have seen.
5Dean EmeritusFound a universityEvery scholar and wizard in the region does the work you setConvocation. 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0AfflictedStarting backgroundThis path's Gear and one TokenFellow Sufferer. Wherever the cursed are found, one of them does you one favor.
1Charm-BreakerBreak a person's curseYou can break any minor curse on a person or thing with an hour's workThe Mark. One hag or spirit you meet bargains with you where it would eat anyone else.
2Curse-BearerCleanse a cursed house+1 to all saving throws, for goodThe Hidden Page. One cursed or forbidden text shows you the passage no one else can read.
3Master of CursesFree a cursed villageSix of the cursed follow you as retainers and cannot be frightenedAsk the Bound. One bound or restless spirit you can speak to answers three questions truthfully.
4Living HexLift a valley's curseOne touch a day curses: Sense save or disadvantage on saves until dawnTurn the Curse. One curse or spell cast at you rebounds on its caster.
5Curse MasterEnd a kingdom's curseEvery witch, hag and cursed soul in the region answers to youWalk 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0SupplicantStarting backgroundThis path's Gear and one TokenFellow Servant. Wherever your patron is served, one servant does you one favor.
1WarlockBargain with a spiritYou know one Tier 1 arcane spell and cast it with HeartAsk the Patron. Your patron answers one question truly. It never tells the whole of it.
2Favored ServantSeal a hag's pactA flying imp, a Major, follows you and can go unseenCall the Cult. Send word and your patron's nearest cult comes by road for one night's work.
3High WarlockFound a coven+1 Vigor cap, for goodCall in the Bargain. For one fight your pact-mark burns. Minors who see it will not attack you.
4The Patron's VoiceTreat with a fey courtA Ring of Spell Storing, refilled each downtime with a spell of the downtime's tier, up to Tier 4Its Voice. One lesser fiend, fey or spirit you face obeys one order.
5The Bound King/QueenBind a demon princeEvery warlock and coven in the region obeys your ordersHell 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0Touched by BeyondStarting backgroundThis path's Gear and one TokenStrange Eyes. Wherever seers are found, one of them does you one favor.
1Sign-ReaderChart a strange placeYou can cast Read Omens, with Sense as your casting statStrange Signs. You know what one strange mark, light or sound means and what made it.
2Walker BetweenFind a source of magicA Lantern of RevealingThe Strange Place. In one strange place, you know the safe way through, and every Navigation save there passes. You must still walk it.
3Strange WandererBuild an observatoryA creature from beyond, a Major, follows you and never sleepsAlien Tongue. For one scene you and any creature understand each other.
4Breach-TouchedSeal a great breachAdvantage on all saves against spells and magical effectsHold the Breach. One rift or gate you stand before stays shut until dawn.
5The UnreturnedTame a region's wonderEvery occultist in the region obeys your ordersKin 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
1MarkedWake a standing stoneYou cannot be surprisedWhispers. The presence tells you one true thing about where you stand. It is never plain.
2ConduitRaise a stone circleOne weapon of yours gains the Shocking qualityThe Presence Shields. One hit that lands on you or an ally beside you does nothing.
3The Chosen VesselWake a place of powerSix believers follow you as retainers and never breakThe Presence Speaks. It shows you one place or person you name, as they are right now.

The Transformed

Role
Mage
Tiers
2 to 4
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
2ShapeshifterCapture a magical beast+1 AC, for goodBeast Senses. For one scene you track by scent, see in the dark and hear a heartbeat through a wall.
3Master of FormsFound a menagerieYou wear any humanoid face you have seen, at will, as Stolen FaceEmbrace the Change. For one scene you become a beast of Tier 3 or lower and keep your own mind.
4Living ChimeraCapture a chimeraNo beast attacks you unless you strike it firstChimera. For one scene you grow wings, claws and an armored hide.

The Vessel

Role
Mage
Tiers
3 to 5
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
3Shared SoulBind a powerful spirit+1 Vigor cap, for goodIt Remembers. The entity answers one question about something older than living memory.
4Living PrisonBuild a spirit prisonAn Iron FlaskTerrible Presence. For one fight the entity looks out of your eyes. No Minor will come within reach of you.
5The CageSeal an ancient evilEvery lesser spirit in the region obeys your ordersChannel 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
Token
Sacred relic, mentor's prayer, divine sign, temple key, sacred vow record
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0NoviceStarting backgroundThis path's Gear and one TokenTemple Door. Wherever your faith has a temple, one priest there does you one favor.
1InitiateCleanse a shrineA healer with 3 points in Healing follows you as a retainerGuidance. Pray an hour over one choice. Your god shows you which way is right.
2Ordained Priest/PriestessHallow a graveyardA Tier 2 relic of your choiceLay On Hands. Touch one person and restore their Vitality.
3Blessed SpeakerFound a templeUnholy beings cannot possess, charm or frighten youA Sign. Your god sends a sign all can see. Everyone present believes one true thing you tell them.
4High Priest/PriestessSanctify a battlefieldEach downtime you can make one relic of the downtime's tier, up to Tier 4Sanctuary. Hallow one building until dawn. Nothing unholy can enter it.
5ArchpriestRaise a grand cathedralEvery priest of your faith in the region obeys youCall Back the Dead. Pray over one body dead less than a day. They return to life with 1 Vitality and one wound.

The Knight

Role
Inquisitor
Tiers
0 to 5
Gear
Longsword, shield, light armor, heraldic surcoat, military kit, 1d6x5 gp
Token
Order insignia, campaign medal, oath document, mentor's gift, battle scar
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0SquireStarting backgroundThis path's Gear and one TokenOld Master. Wherever knights are found, one who knew your master does you one favor.
1Knight ErrantFree a cult's captiveA warhorse and a suit of heavy armorSingle Combat. Challenge one foe. Until one of you falls or yields, no one else strikes either of you.
2Proven KnightBreak a profane altarArmor takes 1 less from your Vigor capCall the Order. Send word and nearby knights of your order come by road and fight beside you for one fight.
3Knight ChampionStorm a cult's templeThree mounted knights, Majors, are yours, to ride with you or guard a placeHold the Door. For one fight, no enemy passes the doorway, gate or bridge you stand in.
4Knight CommanderFound a chapter houseThe Holy quality on a weapon of your choiceThe Charge. Knights who are with you ride down one line of foot. Its Minors break.
5Grand MasterFound a knightly orderNo ally who sees your banner ever breaksThe Order Rides. Send the summons and every knight of your order in the region rides to you for one battle. They come by road.

The Investigator

Role
Inquisitor
Tiers
0 to 5
Gear
Investigator's kit (magnifying glass, notebook, chalk), dagger, mirror, 2d6x5 gp
Token
Unsolved case, cryptic clue, enemy's threat, witness's trust, the one that got away
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0InformerStarting backgroundThis path's Gear and one TokenOld Source. Wherever informers are found, one who knows you does you one favor.
1Private EyeUnmask a hidden cultistAdvantage on checks to tell when you are being lied toBelow Stairs. In any house with servants, one tells you one thing they saw or heard.
2Known InvestigatorExpose a secret coven+1 skill point, spent in Investigation or InquisitionBlind Eye. One guard on a door or gate you name lets you through and says nothing.
3Master DetectiveRoot out a town's cultA Gem of Seeing and a Candle of TruthPull the Record. In any town, a clerk copies out one record kept there and brings it to you.
4Senior InspectorPurge a corrupted courtNo magic can read your mind, scry on you or charm youUnderworld. In any town, its thieves tell you where one person or thing is hidden in it.
5Chief InspectorFound an inquisitionEvery court in the region opens its records, cells and witnesses to youEvery Ear. Send word and informants across the region write you what they know of one name.

The Pilgrim

Role
Inquisitor
Tiers
0 to 5
Gear
Staff, holy symbol and prayer beads, pilgrim's robes, crawling kit, 2d6x5 gp (alms given along the road)
Token
Sacred relic, pilgrimage map, blessed token, miracle witnessed, faith tested
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0PenitentStarting backgroundThis path's Gear and one TokenRoad Companion. Wherever pilgrims walk, one who knows you does you one favor.
1Wandering FaithfulRaise a wayside shrineA Tier 1 relic of your choiceHoly 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.
2Blessed PilgrimRecover a saint's relic+1 Vitality, for goodBlessed 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.
3Holy WandererWard a townGround where you and your party sleep is holy until dawn, a Secured camp with no camp diePilgrims Rally. Wherever pilgrims are gathered, they take up staves and fight beside you for one fight.
4Saint's CompanionOpen a pilgrim roadA Tier 3 relic of your choiceWake the Relic. One relic you carry releases its litany and is not destroyed.
5Hajji MasterFound a holy cityAny shrine in the region lends you its relicsProcession. 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
2SeerBreak up a cult's riteYou see the invisible and the true form of shapeshiftersForewarning. Sleep, and a seer's dream shows you the next danger on your road and where it waits.
3OracleBuild a seer's sanctumA Helm of TelepathyHidden Truth. Name someone you have met. A seer's dream shows you one thing they are hiding.
4ProphetStop a great summoningSix disciples follow you as retainersFind the Lost. Name one lost person or thing. A seer's dream shows you where it lies.
5Grand OracleUnite a region's seersA Crystal Ball of True SeeingConclave. 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
3Destiny's ChampionCast out a fiendThe Banishing quality on a weapon of your choiceShelter. Wherever believers are found, they hide you and yours from one enemy until dawn. It counts as a Secured camp.
4The ProphesiedBreak an undead hostTen zealots follow you and never breakSage's Word. Send word to a sage of the prophecy. They write back the weakness of one fiend or cult.
5The Prophesied OneBanish a demon lordEvery believer in the region obeys your ordersThe 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0PeddlerStarting backgroundThis path's Gear and one TokenFair Price. Wherever goods are sold, one trader sells you one thing at cost.
1TraderOpen a market stallA 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.
2Established MerchantOpen a trading postAny market sells to you as if its settlement were a tier higherOn Credit. In any market, take one thing you cannot pay for. The debt is due next downtime.
3Guild MasterFound a merchant guildA caravan with six guards is yours, to bring along, send out or haul a hoard homeRare Goods. Send word and your agents find one rare thing for sale. It comes by wagon and you still pay.
4Merchant Prince/PrincessFound a great fairA Carpet of FlyingCall the Debt. One lord or guild you can reach owes you coin, and does one service to clear it.
5Trade MagnateFound a trade leagueEvery merchant in the region answers to youEmbargo. 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0PorterStarting backgroundThis path's Gear and one TokenGate Friend. Wherever a gate is kept, one keeper lets you through after hours.
1WatchmanBuild a strongroomYou cannot be surprisedHue and Cry. Shout, and every guard and watchman within earshot comes running to you.
2Senior GuardBuild a toll gate+1 Vitality, for goodStop and Search. Wherever a watch is kept, it stops and searches one cart, ship or house on your word.
3Captain of the WatchFound a town watchArmor and a shield with one Rare quality on eitherTurn Out the Watch. Send word to the watch house and the watch turns out for one night's work. They come on foot.
4Provost MarshalGarrison a trade roadTen mounted guards are yours, to ride with you or a cargoClear the Road. Guards who are with you drive one band off a road, bridge or pass.
5Lord/Lady CommanderFound the road wardensEvery guard in the region obeys your ordersShut 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
Token
First stolen treasure, guild mark, nemesis's calling card, escape route map, partner's debt
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0LookoutStarting backgroundThis path's Gear and one TokenEyes Open. Wherever thieves are found, one keeps watch for you for a night.
1CutpurseRob a shopBoots and a Cloak of ElvenkindExtra Hands. Wherever thieves are found, a lockpick and a lookout join you for one job.
2Proven ThiefRob a toll houseYou fence stolen goods at 75% valueForged Papers. Wherever thieves are found, a forger makes you one paper that passes. It takes a day.
3Master ThiefRob a town vaultSix thieves are yours, to bring along or leave watching a markInside Man. Wherever thieves are found, they know a servant who can be bought. He opens a door or copies a key.
4Senior BurglarRob a lord's treasuryA Ring of X-Ray VisionSmuggler's Run. Send word and smugglers carry one cargo past every gate and toll on one road or coast.
5GuildmasterRob a dragon's hoardEvery thief in the region obeys your ordersThe Big Score. Send word and the best thieves in the region gather for one job. They come by road, in secret, and it takes weeks.

The Apprentice

Role
Chancellor
Tiers
0 to 5
Gear
Artisan's tools (one trade), dagger, work clothes, lantern and flask of oil, 2d6x5 gp
Token
Masterwork tool, unfinished project, master's sigil, trade secret notes, rare material
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
0ApprenticeStarting backgroundThis path's Gear and one TokenBorrowed Bench. Wherever your trade is worked, one master lends you his bench.
1JourneymanOpen a workshop+1 skill point, spent in a Crafting treeFine Tools. Given a day and materials, make one tool that gives advantage on the work it was made for.
2Master CraftsmanBuild a millEach downtime you can make one weapon or armor quality of the downtime's tier, up to Tier 2Master's Lock. Given a day and materials, make a lock, chest or door that cannot be picked, only broken.
3Guild HonoredBuild a foundrySix journeymen are yours, to bring along or leave working an orderGuild Hands. Send word and the craftsmen of the town drop their own work and finish your one order.
4Renowned ArtisanBuild a shipyardOne Very Rare quality on a piece you madeMasterwork. Given a week and materials, make one piece fit for a court. Whoever takes it owes you a favor.
5GrandmasterFound a mintEvery craftsman in the region works to your orderGreat 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
3Elite MercenaryRaise a free company+1 martial pointThe Market. Wherever sellswords drink, they tell you who is hiring, what the job really is and who does not pay.
4Senior ContractorHold a lord to ransomA Rare quality on a weapon and another on armorDown Swords. Send word to one free company you can reach. It sits out one day's fighting.
5Captain-GeneralHold a king to ransomEvery sellsword in the region obeys your ordersName 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.

TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
1Street PerformerWin a hostile crowd+1 skill point, spent in PerformanceHold the Room. While you perform, nobody in one room looks away or leaves.
2Renowned EntertainerForm a troupeA Hat of DisguiseStir the Crowd. One crowd that hears you out takes up the mood you play, for the night.
3Star PerformerOpen a playhouseAn understudy follows you as a retainer and can pass for youThe Mirror. Play out a crime before a hall. Anyone there who did it gives themselves away.
4Master PerformerHold a great festivalA Deck of IllusionsMove the Throne. A ruler who hears you out grants one pardon, stay or hearing.
5VirtuosoFound a bardic collegeEvery minstrel in the region sings what you give themCommand 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.

TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
1The EscapedEscape your captorsGiven a minute, you slip any rope, chain or manacleThe Weak Link. Watch one cell, cage or guard post for an hour. You learn its one flaw.
2Known FugitiveFree a chain gangA runaway follows you as a retainer and opens any common lockPassing as Property. You and yours enter one place as its slaves or servants. Nobody looks twice.
3The UnboundBreak open a prisonCaptives anywhere obey you over their keepersThe 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.

TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
1Street SurvivorTake in an orphan+1 skill point, spent in StreetwiseLight Fingers. Wherever street children are found, one lifts a key, purse or letter off someone you point out.
2Urchin King/QueenRaise an urchin gangYou jump triple distance, and falls cannot wound youCommotion. Wherever street children are found, a pack draws all eyes in one street for a few minutes.
3Shadow NetworkFound a beggars' guildSix beggars follow you as retainers and go unnoticedShadowed. 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.

TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
1ReturnedSave a lost childWhen you catch a Second Wind, you make one attack at onceLast Words. Sit with one who is dying. They live until they have told you one true thing.
2Death-TouchedSave a lost familyUndead never attack you firstDeath Denied. When a hit would cost you a wound, it costs none. You still catch your Second Wind.
3Twice-BornSave a lost patrolPoison and disease cannot harm youPlay Dead. You pass for a corpse to anyone who checks, for as long as you lie still.
4DeathlessSave a lost expeditionA Ring of RegenerationBack From the Grave. Enemies who thought you dead and see you alive are frightened for one fight.
5The UndyingSave a lost armyYou no longer need to breathe, eat or sleep, and no injury roll can kill you: a roll of 31 or more counts as 30Take the Blow. For one fight, any hit on an ally beside you can land on you instead.

The Hunted

Universal. Tiers: 1 to 4.

TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
1FugitiveLose a pursuerGoggles of Night and a Rope of ClimbingFresh Horses. Wherever outlaws are found, one has fresh horses for you and yours. Nobody asks questions.
2The QuarryAmbush a bounty hunterOnce per Rest, one missile that hits you missesTip-Off. Wherever outlaws are found, one tells you who hunts you and how close.
3Most WantedShake off a manhuntAn Amulet of Proof Against DetectionFalse Trail. Send word and the outlaws of one settlement swear you went the other way. One pursuit follows the lie for a day.
4The UnkillableBreak an assassin guildCritical hits against you are normal hitsSmuggler's Passage. Wherever smugglers work, they carry you and yours out with the cargo.

The Liberator

Universal. Tiers: 1 to 5.

TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
1AgitatorFree a workhouseAn Immovable Rod and a Bell of WarningThe Press. Wherever your cause has friends, a printer copies one sheet overnight and posts it along one street.
2Voice of ChangeFree a village+1 skill point, spent in LeadershipThe Barricade. Wherever your cause has friends, they block one street overnight. It stops horse and cart until cleared.
3Liberation LeaderFree a townFive rebels follow you as retainers and pass for common folkA Friend Inside. Wherever your cause has friends, one guard warns you of a raid or leaves one door unbarred.
4Cell CommanderFree a valleyRebels who fight beside you never breakThe Couriers. One message reaches every town in the valley, past any checkpoint, as fast as a rider.
5Liberation GeneralOverthrow a tyrantEvery rebel in the region obeys your ordersThe 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.

TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
1TurncoatBetray a gangThe Venomous quality on a blade of your choiceChanged Story. One witness you can reach, who can be bought, tells it your way. You still pay.
2The FaithlessBetray a petty lordA spy follows you as a retainer and passes for a servantIn Your Pocket. Someone inside one gang or household you can reach tells its master one lie of yours.
3Master BetrayerBetray a town's rulersNo check or magic can tell when you lieThe Dirt. Name one person in a town where you have ears. You learn one secret they would pay to keep.
4The Knife in the DarkBetray a great houseYour attack on one who trusts you is a critical hitThe Plant. Send word and a servant you bought plants one thing in his master's house.

The Hermit

Universal. Tiers: 1 to 5.

TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
1RecluseBuild a hermit's hutA Tier 1 alchemical item, brewed fresh each RestSit the Night. Sit one night in silence by a house or camp. By dawn you know one thing its people hide.
2Wise HermitBuild a chapel+1 to all saving throws, for goodThe Riddle. Fast for a day over one riddle, cipher or puzzle. You know its answer.
3AnchoriteFound a prioryA Cube of ForceTrue Nature. Name one creature, curse or haunting you have seen. You know what it truly is and what it wants.
4Mystic SageFound a monasteryYour Fate refreshes to 4 each session, not 3Old Stories. Name one ruin, tomb or old road. You know who made it and what they left there.
5Elder SageFound an order of sagesEvery sage and hermit in the region answers to youThe 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
5The CrownlessSlay a kingYour hits on a ruler are critical hitsThe 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
5Walker of All WorldsMap another worldYou speak all languages and are immune to environmental hazardsOpen 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
5The Void-TouchedUnmake an artifactOnce per day, you raise a 10-foot antimagic field for 1 minuteUnmake. 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
5The AscendedCast down a false godOnce per day, your touch removes 1 wound from one personTaste 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
TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
5The Final ProphetFound a new faithOnce per day, you make anyone reroll one rollProclamation. Speak one prophecy in symbols. As word spreads, the region believes it and does as it sees fit.

The Dragon-Blood

Universal. Tier: 5.

TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
5The Wyrm IncarnateDrink a great wyrm's bloodYou fly on dragon wings, and fire cannot harm youDragon'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.

TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
5The EternalTurn back an invasionTwenty young heroes follow you as retainers and never breakBecome 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.

TierTitleEarn itBenefit, yours at onceLegacy, once between downtimes
5The End of All ThingsRaze a great cityEach downtime a ruler in the region sends you a magic item of the downtime's tier, up to Tier 5Bring Down the Walls. Camp a month in sight of one fortress, bridge or city wall, and it is rubble.