Player's Handbook · Chapter 27

Dynasty and Succession

Blood outlasts gold. A Dynasty tracks its head, heirs in order, claims held (each a prestige good), marriages, and its succession law. When a ruler dies, the law picks the heir — and the realm pays the price of the gap.

Succession laws:

LawHeirChange costRisk
Primogenitureeldest child— (default)weak heir = −2 Stability
Electivecouncil vote1,000 gp × tierlosing candidates become pretenders
Tanistrykin acclaim500 gp × tier−1 Stability, contested
Appointmentruler namesdecree + 1,000 gprivals scheme (Intrigue vs you)

Changing law costs an action + gold above and −1 Stability for a season.

Marriage & children: each year-tick roll d6 per marriage; on a 6 a 9-month pregnancy clock starts (complication on a further 1: DC 14 Surgeons/priests or lose mother or child). Each child adds +1 claim step. Dowry/bride-price: 500 gp × tier, paid or owed as debt clock. Bastards inherit nothing until legitimized (500 gp, −1 realm Stability; (Faith and Oaths) −5 Favor with the established faith).

Aging & death: each year-tick, characters over 40 roll d20 vs 10 + (age−40)/5; rulers 60+ roll with disadvantage. Failure = death or infirmity (−2 to their post rating). Succession costs: clean heir (no contest) −0; contested −1 Stability per rival; no heir −2 and regency.

Regency: an heir under 12 needs a regent (named officer). The regent rules at −2 actions/season; after 4 seasons the regent may press their own claim (rebellion thread). Dismissing a regent needs a Trial (DC 13) or 1,000 gp buyout.

Example: Old Halvard dies. Primogeniture gives young Odo the throne — but uncle Maren presses a weak claim. Odo pays −1 Stability, grants Maren a council seat (co-opt, 500 gp), and the claim becomes a framed parchment in the Vault: +1 prestige held, −1 rebellion.

Manual updated Nov 8, 2026.