Your Sovereign
The realm has a face, and it is yours. Your ruler is a character with a sheet, and on top of their class and level they grow as a Sovereign: they earn Renown, rise in Sovereign level, and spend perk points along Leader Paths. Which paths you open, and which fork you take at each tier, decides what kind of ruler you become.
Ruler ratings
Your sovereign has five ratings, worked out from their ability scores and raised by perks:
| Rating | From | Used for |
|---|---|---|
| Command | the higher of STR and INT modifier | leading armies (it is their commander rating) |
| Stewardship | the higher of INT and WIS modifier | treasury, building, trade |
| Diplomacy | CHA modifier | negotiation, marriages, peace terms |
| Intrigue | the higher of DEX and WIS modifier | spies, secrets, counter-intrigue |
| Justice | the higher of WIS and CHA modifier | Trials, edicts, legitimacy |
Each rating's base runs from −1 to +5; perks raise it to a maximum of +8.
- Filling a post: your sovereign may personally hold one officer post using the matching rating, with no wage: Marshal (Command), Treasurer or Master of Trade (Stewardship), Chancellor or Envoy (Diplomacy), Spymaster (Intrigue), Lord Justiciar (Justice).
- Acting in person: when the sovereign acts in person (Characters at Court), add the matching rating to the +2.
Renown and Sovereign level
Renown is earned only by deeds that change the ledgers:
| Deed | Renown |
|---|---|
| Win a battle you command | +2 (+4 if you win by 10 or more) |
| Take a settlement | +2 × its size rank |
| Rise one rank | +10 |
| Finish an Ultimate Work stage | +3 |
| Preside over a just Trial | +1 |
| Sign a treaty or pact in person | +1 |
| End a war on terms worth 25+ war score | +5 |
| Close a thread at 4 or higher | +2 |
| Survive a revolt, coup or succession crisis | +3 |
| A decisive personal deed at court | +1 to +3 |
| Break a pact or oath yourself | −3 |
| Sovereign level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Renown needed | 0 | 5 | 12 | 20 | 30 | 42 | 56 | 72 | 90 | 110 |
| Sovereign level | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|
| Renown needed | 132 | 156 | 182 | 210 | 240 | 272 | 306 | 342 | 380 | 420 |
Perk points and paths
- Points: you get 1 perk point per Sovereign level, plus a bonus point at levels 5, 10, 15 and 20 (24 at level 20).
- Paths: you open your first path at level 1, a second at level 5 and a third at level 10. You can never hold more than three. Your first path's signature bonus is yours for as long as you rule.
- Cost: tier 1 and 2 perks cost 1 point, tier 3 and 4 perks cost 2, and capstones cost 3.
- Prerequisites (counting only perks in that path):
- Tier 1: none; take any of the three.
- Tier 2: level 3 and 1 perk; take either or both.
- Tier 3: level 6 and 3 perks; pick one of two.
- Tier 4: level 10 and 5 perks; pick one of two.
- Capstone: level 14 and 6 perks; pick one of two. You can hold at most two capstones in all.
- Cost of a full path: 12 points. At level 20 you can master two paths, or spread across three.
On the sheet: set the character's Sovereign toggle, then add Renown, Leader Paths and Perks. The sheet works out level, points, ratings and Authority bonuses from the Leader Path files.
The core Leader Paths
Conqueror (Command)
The sword-ruler. Your realm grows by the march and holds by the garrison. Take this path to win wars, take cities and make your armies the terror of the age.
Signature (if this is your first path): +1 Command. Your first recruitment each season costs no Authority.
| Tier | Perk | Cost | Effect |
|---|---|---|---|
| Tier 1 | Born Commander | 1 | +1 Command. |
| Tier 1 | Drillmaster | 1 | Each of your Barracks trains +1 company per season, and new militia fight as regulars for their first season. |
| Tier 1 | Campaigner | 1 | Armies you lead count one distance band closer for upkeep (×2 becomes ×1, and so on). |
| Tier 2 | War Chest | 1 | Muster costs −25%. Declaring war costs 1 Authority instead of 2. |
| Tier 2 | Siegebreaker | 1 | +2 to batter rolls. Storming without a breach is −1 instead of −2. |
| Tier 3 (pick one) | Lightning Campaign | 2 | Armies you lead march +5 miles a day and may fight two battles in one month. |
| Tier 3 (pick one) | Iron Discipline | 2 | Your armies lose 5% less Power in every battle (minimum 5%) and never rout. |
| Tier 4 (pick one) | Dread Lord | 2 | An enemy settlement whose garrison Power is less than half your army's surrenders without a siege (+10 unrest there). +1 Command. |
| Tier 4 (pick one) | Beloved General | 2 | Veterans factions start at +2 loyalty and your armies gain veterancy twice as fast. +1 Command. |
| Capstone (pick one) | Warlord of the Age | 3 | +1 Authority per season while at war. War score from your battles ×1.5. +2 Command. |
| Capstone (pick one) | The Unconquered | 3 | Once per war, turn a battle you lose while commanding into a draw (no losses, no war score). Your capital cannot be stormed while you are inside unless its Defense is 0. |
Steward (Stewardship)
The treasury-ruler. Granaries full, ledgers balanced, markets humming. Take this path to out-earn every rival and buy what others must fight for.
Signature (if this is your first path): +1 Stewardship. +5% to the tax modifier.
| Tier | Perk | Cost | Effect |
|---|---|---|---|
| Tier 1 | Ledgerkeeper | 1 | +1 Stewardship. |
| Tier 1 | Granary Wisdom | 1 | Spoilage is halved, and a Strained food row counts as Fulfilled. |
| Tier 1 | Fair Assessor | 1 | Tax policy unrest is halved (Heavy +3, Crushing +8). |
| Tier 2 | Charter Master | 1 | +1 trade route (cap +30%), and opening routes costs no Authority. |
| Tier 2 | Frugal Court | 1 | Officer wages −20%. |
| Tier 3 (pick one) | Merchant Prince | 2 | Trade modifier +15%; luxuries sell at ×2.5. |
| Tier 3 (pick one) | Bread and Plenty | 2 | Farms +25% output; settlements with a food surplus grow +0.5% more per season. |
| Tier 4 (pick one) | Lender of Kings | 2 | Loans you make to rivals or factions earn 10% a season and +1 relationship; your own loans cost 5%. +1 Stewardship. |
| Tier 4 (pick one) | Sound Coin | 2 | Writs never lower the tax modifier, and printing costs only −1 realm Stability. +1 Stewardship. |
| Capstone (pick one) | Golden Age | 3 | While realm Stability is 6 or higher, +20% to both the tax modifier and the trade modifier. |
| Capstone (pick one) | The Autarch | 3 | All-internal needs bonuses apply at 75% internal, and a blockade never drops a category below Strained. |
Builder (Stewardship)
The stone-ruler. Walls, roads, cathedrals and wonders. Take this path to raise a realm that outlasts you.
Signature (if this is your first path): +1 Stewardship. One build or upgrade action per season costs no Authority.
| Tier | Perk | Cost | Effect |
|---|---|---|---|
| Tier 1 | Master Mason | 1 | Build and upgrade costs −10%. |
| Tier 1 | Swift Works | 1 | Build times −1 month (minimum 1). |
| Tier 1 | City Planner | 1 | +1 holding slot in every Town and larger. |
| Tier 2 | Fortifier | 1 | Every fortification gives +1 Defense (cap 10). |
| Tier 2 | Patron of the Arts | 1 | Each Ultimate Work stage you complete also gives +1 realm Stability. +1 Stewardship. |
| Tier 3 (pick one) | Grand Architect | 2 | Ultimate Work stages cost −25% and take one season less (minimum 1). |
| Tier 3 (pick one) | Urbanist | 2 | Settlements grow past a size without its required holding; your capital's tier cap is +2. |
| Tier 4 (pick one) | Builder of Roads | 2 | Roads double their trade and march bonus; orders and grain count one distance band closer. |
| Tier 4 (pick one) | Lord of Citadels | 2 | Castles and Citadels cost −30% and hold 1.5× the garrison. |
| Capstone (pick one) | Wonder of the World | 3 | One Ultimate Work you finish has its completion effects doubled, and +10 Legitimacy. |
| Capstone (pick one) | The Eternal City | 3 | Your capital's holdings ignore the tier cap (maximum 5), and its capital features cost no upkeep. |
Diplomat (Diplomacy)
The word-ruler. Treaties, marriages and congresses. Take this path to win without war and to make other crowns kneel by choice.
Signature (if this is your first path): +1 Diplomacy. One negotiation per season costs no Authority.
| Tier | Perk | Cost | Effect |
|---|---|---|---|
| Tier 1 | Silver Tongue | 1 | +1 Diplomacy. |
| Tier 1 | Gracious Host | 1 | Luxury gifts are +3 each (max +6) instead of +2. |
| Tier 1 | Swift Couriers | 1 | Negotiations cost no mission gold, and your orders travel twice as fast. |
| Tier 2 | Marriage Broker | 1 | Royal marriages give +3 relationship instead of +2, and dowries cost half. |
| Tier 2 | Mediator | 1 | Once per year, end a feud between two other realms or factions: +1 relationship with both, +2 Legitimacy. |
| Tier 3 (pick one) | Web of Alliances | 2 | Allies at +3 answer musters as if at +4, and your relationships of +3 or better never decay. |
| Tier 3 (pick one) | Hegemon | 2 | Vassals pay 15% tribute with no loyalty pressure from tribute weight. |
| Tier 4 (pick one) | Peacemaker | 2 | Peace terms cost 10 less war score; your truces last 8 seasons. +1 Diplomacy. |
| Tier 4 (pick one) | Kingmaker | 2 | Sponsoring an ally's or vassal's rank deal costs no gold and gives +2 loyalty or relationship. +1 Diplomacy. |
| Capstone (pick one) | Grand Concord | 3 | Once per reign, call a congress: every realm at relationship 0 or better signs a 4-season non-aggression pact; breaking it costs them −10 Legitimacy. |
| Capstone (pick one) | Overlord | 3 | Your vassals' vassals answer your musters, and vassal rebellion threads never advance while your Legitimacy is 60 or higher. |
Shadow (Intrigue)
The knife-ruler. Secrets, leverage and quiet deaths. Take this path to rule other courts from inside them.
Signature (if this is your first path): +1 Intrigue. Your first intrigue op each season costs no Authority.
| Tier | Perk | Cost | Effect |
|---|---|---|---|
| Tier 1 | Whisperer | 1 | +1 Intrigue. |
| Tier 1 | Informants | 1 | Enemy ops against you start with −2 secrecy. |
| Tier 1 | Taster's Habit | 1 | Assassination ops against you or your heirs need stage 6 and still roll at −4. |
| Tier 2 | Black Ledger | 1 | Blackmail gives +3 instead of +2 and can be used twice. |
| Tier 2 | Hidden Hands | 1 | +1 intrigue op slot; Spy-nests cost half. |
| Tier 3 (pick one) | Puppetmaster | 2 | A stage-6 sow-dissent in a rival settlement opens its revolt thread at 3. |
| Tier 3 (pick one) | The Unseen Shield | 2 | Protect ops strip 2 enemy stages per season instead of 1. |
| Tier 4 (pick one) | Velvet Knife | 2 | Once per year, an assassination can succeed at stage 5 without being played at the table. +1 Intrigue. |
| Tier 4 (pick one) | All-Seeing | 2 | You learn every acting rival's move before it resolves each season, and may answer it first. +1 Intrigue. |
| Capstone (pick one) | Shadow Throne | 3 | Once per year, turn one rival officer: they keep their post, but its bonus works against their own realm. |
| Capstone (pick one) | No Fingerprints | 3 | Your exposed ops never become Trials or cost relationship. |
Lawgiver (Justice)
The crown-ruler. Courts, codes and rightful rule. Take this path to make your realm believe you should rule, and keep believing after you are gone.
Signature (if this is your first path): +1 Justice. Your first edict each season costs no Authority.
| Tier | Perk | Cost | Effect |
|---|---|---|---|
| Tier 1 | Just Ruler | 1 | +1 Justice. |
| Tier 1 | Circuit Courts | 1 | A Trial's proof and hearing take place in the same season. |
| Tier 1 | Codifier | 1 | Just rulings give +2 local Stability instead of +1. |
| Tier 2 | Rightful Heir | 1 | Every Legitimacy gain is +1 larger. |
| Tier 2 | Order in the Streets | 1 | Garrison suppression works at half the garrison Power. |
| Tier 3 (pick one) | Clement | 2 | Failed rulings cost no Stability, and once per season you may cut one settlement's unrest by 10. |
| Tier 3 (pick one) | Iron Law | 2 | Treason convictions give +3 realm Stability; revolts you crush leave unrest at 25 instead of 40. |
| Tier 4 (pick one) | Great Charter | 2 | Burgher and clergy unrest weights −1; Light taxes give +2 Legitimacy per year. +1 Justice. |
| Tier 4 (pick one) | Absolute Authority | 2 | +2 Authority per season; lost Trials never take Legitimacy below 40. +1 Justice. |
| Capstone (pick one) | The Lawgiver | 3 | Your Legitimacy band counts one step higher; your successor inherits +10 Legitimacy. |
| Capstone (pick one) | Anointed | 3 | Legitimacy can't fall below 60 while you rule, and rank deals are +2. |
Dynast (Diplomacy)
The blood-ruler. Heirs, marriages and claims. Take this path to build a house that rules for centuries.
Signature (if this is your first path): +1 Diplomacy. Succession contests against your heir have one fewer rival.
| Tier | Perk | Cost | Effect |
|---|---|---|---|
| Tier 1 | Great House | 1 | Marriage rolls start a pregnancy on a 5–6. |
| Tier 1 | Tutor of Heirs | 1 | Your heirs need a regent only under 10 (not 12) and gain +1 to one rating when they come of age. |
| Tier 1 | Loyal Household | 1 | Family officers start with +1 loyalty. +1 Justice. |
| Tier 2 | Collector of Claims | 1 | Each marriage into another house gives your dynasty a claim step (a casus belli). |
| Tier 2 | Hale | 1 | Your aging checks start at 50 instead of 40. |
| Tier 3 (pick one) | Unbroken Line | 2 | If an heir exists, your succession is always clean (no contest penalties). |
| Tier 3 (pick one) | Web of Cousins | 2 | Relatives you place as vassal rulers start at loyalty +3. |
| Tier 4 (pick one) | Living Legend | 2 | +1 to every rating; each Renown gain is +1 larger. |
| Tier 4 (pick one) | Court of Splendor | 2 | +4 court seats; officer searches −2 DC. +1 Diplomacy. |
| Capstone (pick one) | Founder of a Dynasty | 3 | Your heir inherits half your Renown and the tier-1 perks of every path you opened. |
| Capstone (pick one) | The Undying Name | 3 | Once, survive a failed death check or a successful assassination; afterward +5 Legitimacy. |
Module paths
These three need their module (all on by default).
Priest-King (Justice)
The altar-ruler (Faith and Oaths module). You rule as the gods' chosen, and your temples are as strong as your walls. Take this path to bind faith and crown into one.
Signature (if this is your first path): +1 Justice. Your first rite each season costs no gold.
| Tier | Perk | Cost | Effect |
|---|---|---|---|
| Tier 1 | Anointed Hand | 1 | +1 Justice. |
| Tier 1 | Tithe Master | 1 | Temples of the established faith tithe +50%. |
| Tier 1 | Omen Reader | 1 | You may read omens yourself at DC 12, with no High Chaplain needed. |
| Tier 2 | Sworn of the Patron | 1 | Your patron grants +2 Earned Favor every season you act in its nature. |
| Tier 2 | Holy Orders | 1 | Temple guard and battle priests cost −25% upkeep. |
| Tier 3 (pick one) | Inquisitor | 2 | Heresy threads you prosecute resolve at DC 10; a convicted heresy gives +2 realm Stability. |
| Tier 3 (pick one) | Good Shepherd | 2 | Tolerated faiths pay normal rite costs in your realm, and their followers' unrest weight is −1. |
| Tier 4 (pick one) | Miracle Worker | 2 | Miracles cost 20 Spendable Favor instead of 25. +1 Justice. |
| Tier 4 (pick one) | Crusader King | 2 | Holy-cause wars cost no Legitimacy and give +5 war score per siege. +1 Command. |
| Capstone (pick one) | Living Saint | 3 | Your established faith's favor can't fall below +50, and your realm Stability can't fall below 3. |
| Capstone (pick one) | Voice of the Gods | 3 | Once per year, call an intervention without spending Favor. |
Archmage (Intrigue)
The tower-ruler (High Magic module). Vials, wards and gates answer you before they answer anyone. Take this path to rule by the art.
Signature (if this is your first path): +1 Intrigue. Your Arcanum makes +1 vial per season.
| Tier | Perk | Cost | Effect |
|---|---|---|---|
| Tier 1 | Adept | 1 | +1 Intrigue. |
| Tier 1 | Vial Hoarder | 1 | Your vials keep 8 seasons instead of 4. |
| Tier 1 | Warded Halls | 1 | Intrigue ops against your capital start at −2 secrecy. |
| Tier 2 | Gatewright | 1 | Portals cost −25% to build, and extra gates cost no extra vials. |
| Tier 2 | Battle Magic | 1 | War-mages drink a vial only every second battle. |
| Tier 3 (pick one) | Arcane College | 2 | Each Arcanum tier adds +1 research slot. |
| Tier 3 (pick one) | War Wizard | 2 | When you command, war-mages count double Power. |
| Tier 4 (pick one) | Scrying Pool | 2 | Each season, learn one rival's Treasury band, field Power and next move. +1 Intrigue. |
| Tier 4 (pick one) | Transmuter | 2 | Once per season, turn 1 vial into 3 luxury or 1 prestige good. +1 Stewardship. |
| Capstone (pick one) | Archmagus of the Age | 3 | The Bloodworks (or your great work) costs −50% and runs one extra project in parallel. |
| Capstone (pick one) | The Eternal Gate | 3 | Your portals carry bulk goods too: supply through them counts as 0 miles. |
Dragonlord (Command)
The wing-ruler (Dragons module). Your banner flies from a dragon's back. Take this path to raise a host of wings.
Signature (if this is your first path): +1 Command. Your bonding rolls are +2.
| Tier | Perk | Cost | Effect |
|---|---|---|---|
| Tier 1 | Born Rider | 1 | +1 Command. |
| Tier 1 | Roost Keeper | 1 | Roosts cost −25% and house +1 dragon. |
| Tier 1 | Livestock Lord | 1 | Dragons and drakes eat 1 less Food (minimum 1). |
| Tier 2 | Wyrm Whisperer | 1 | Wild dragons can be bargained with: an Envoy roll at DC 14 makes one stop raiding for a year. |
| Tier 2 | Clutchmaster | 1 | Clutches roll d4+1 eggs, and eggs hatch in half a year. |
| Tier 3 (pick one) | Sky Host | 2 | Drake wings cost −30% upkeep and move at dragonback speed. |
| Tier 3 (pick one) | Terror from Above | 2 | Enemy militia facing your dragons fight at −2 morale instead of −1. |
| Tier 4 (pick one) | Bonded Soul | 2 | You and your dragon share Renown: its battles count as yours. +1 Command. |
| Tier 4 (pick one) | Court of Wings | 2 | Each dragon housed gives +1 Authority (max +5 instead of +3). +1 Diplomacy. |
| Capstone (pick one) | Pact of Elders | 3 | Once per reign, an elder dragon joins your realm bonded and loyal. |
| Capstone (pick one) | Dragon King | 3 | Your dragons ignore walls and fear rolls; your capital can't be besieged while a dragon guards it. |