Player's Handbook · Chapter 3

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:

RatingFromUsed for
Commandthe higher of STR and INT modifierleading armies (it is their commander rating)
Stewardshipthe higher of INT and WIS modifiertreasury, building, trade
DiplomacyCHA modifiernegotiation, marriages, peace terms
Intriguethe higher of DEX and WIS modifierspies, secrets, counter-intrigue
Justicethe higher of WIS and CHA modifierTrials, 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:

DeedRenown
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 level12345678910
Renown needed0512203042567290110
Sovereign level11121314151617181920
Renown needed132156182210240272306342380420

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.

TierPerkCostEffect
Tier 1Born Commander1+1 Command.
Tier 1Drillmaster1Each of your Barracks trains +1 company per season, and new militia fight as regulars for their first season.
Tier 1Campaigner1Armies you lead count one distance band closer for upkeep (×2 becomes ×1, and so on).
Tier 2War Chest1Muster costs −25%. Declaring war costs 1 Authority instead of 2.
Tier 2Siegebreaker1+2 to batter rolls. Storming without a breach is −1 instead of −2.
Tier 3 (pick one)Lightning Campaign2Armies you lead march +5 miles a day and may fight two battles in one month.
Tier 3 (pick one)Iron Discipline2Your armies lose 5% less Power in every battle (minimum 5%) and never rout.
Tier 4 (pick one)Dread Lord2An 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 General2Veterans factions start at +2 loyalty and your armies gain veterancy twice as fast. +1 Command.
Capstone (pick one)Warlord of the Age3+1 Authority per season while at war. War score from your battles ×1.5. +2 Command.
Capstone (pick one)The Unconquered3Once 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.

TierPerkCostEffect
Tier 1Ledgerkeeper1+1 Stewardship.
Tier 1Granary Wisdom1Spoilage is halved, and a Strained food row counts as Fulfilled.
Tier 1Fair Assessor1Tax policy unrest is halved (Heavy +3, Crushing +8).
Tier 2Charter Master1+1 trade route (cap +30%), and opening routes costs no Authority.
Tier 2Frugal Court1Officer wages −20%.
Tier 3 (pick one)Merchant Prince2Trade modifier +15%; luxuries sell at ×2.5.
Tier 3 (pick one)Bread and Plenty2Farms +25% output; settlements with a food surplus grow +0.5% more per season.
Tier 4 (pick one)Lender of Kings2Loans 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 Coin2Writs never lower the tax modifier, and printing costs only −1 realm Stability. +1 Stewardship.
Capstone (pick one)Golden Age3While realm Stability is 6 or higher, +20% to both the tax modifier and the trade modifier.
Capstone (pick one)The Autarch3All-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.

TierPerkCostEffect
Tier 1Master Mason1Build and upgrade costs −10%.
Tier 1Swift Works1Build times −1 month (minimum 1).
Tier 1City Planner1+1 holding slot in every Town and larger.
Tier 2Fortifier1Every fortification gives +1 Defense (cap 10).
Tier 2Patron of the Arts1Each Ultimate Work stage you complete also gives +1 realm Stability. +1 Stewardship.
Tier 3 (pick one)Grand Architect2Ultimate Work stages cost −25% and take one season less (minimum 1).
Tier 3 (pick one)Urbanist2Settlements grow past a size without its required holding; your capital's tier cap is +2.
Tier 4 (pick one)Builder of Roads2Roads double their trade and march bonus; orders and grain count one distance band closer.
Tier 4 (pick one)Lord of Citadels2Castles and Citadels cost −30% and hold 1.5× the garrison.
Capstone (pick one)Wonder of the World3One Ultimate Work you finish has its completion effects doubled, and +10 Legitimacy.
Capstone (pick one)The Eternal City3Your 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.

TierPerkCostEffect
Tier 1Silver Tongue1+1 Diplomacy.
Tier 1Gracious Host1Luxury gifts are +3 each (max +6) instead of +2.
Tier 1Swift Couriers1Negotiations cost no mission gold, and your orders travel twice as fast.
Tier 2Marriage Broker1Royal marriages give +3 relationship instead of +2, and dowries cost half.
Tier 2Mediator1Once per year, end a feud between two other realms or factions: +1 relationship with both, +2 Legitimacy.
Tier 3 (pick one)Web of Alliances2Allies at +3 answer musters as if at +4, and your relationships of +3 or better never decay.
Tier 3 (pick one)Hegemon2Vassals pay 15% tribute with no loyalty pressure from tribute weight.
Tier 4 (pick one)Peacemaker2Peace terms cost 10 less war score; your truces last 8 seasons. +1 Diplomacy.
Tier 4 (pick one)Kingmaker2Sponsoring an ally's or vassal's rank deal costs no gold and gives +2 loyalty or relationship. +1 Diplomacy.
Capstone (pick one)Grand Concord3Once 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)Overlord3Your 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.

TierPerkCostEffect
Tier 1Whisperer1+1 Intrigue.
Tier 1Informants1Enemy ops against you start with −2 secrecy.
Tier 1Taster's Habit1Assassination ops against you or your heirs need stage 6 and still roll at −4.
Tier 2Black Ledger1Blackmail gives +3 instead of +2 and can be used twice.
Tier 2Hidden Hands1+1 intrigue op slot; Spy-nests cost half.
Tier 3 (pick one)Puppetmaster2A stage-6 sow-dissent in a rival settlement opens its revolt thread at 3.
Tier 3 (pick one)The Unseen Shield2Protect ops strip 2 enemy stages per season instead of 1.
Tier 4 (pick one)Velvet Knife2Once per year, an assassination can succeed at stage 5 without being played at the table. +1 Intrigue.
Tier 4 (pick one)All-Seeing2You learn every acting rival's move before it resolves each season, and may answer it first. +1 Intrigue.
Capstone (pick one)Shadow Throne3Once per year, turn one rival officer: they keep their post, but its bonus works against their own realm.
Capstone (pick one)No Fingerprints3Your 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.

TierPerkCostEffect
Tier 1Just Ruler1+1 Justice.
Tier 1Circuit Courts1A Trial's proof and hearing take place in the same season.
Tier 1Codifier1Just rulings give +2 local Stability instead of +1.
Tier 2Rightful Heir1Every Legitimacy gain is +1 larger.
Tier 2Order in the Streets1Garrison suppression works at half the garrison Power.
Tier 3 (pick one)Clement2Failed rulings cost no Stability, and once per season you may cut one settlement's unrest by 10.
Tier 3 (pick one)Iron Law2Treason convictions give +3 realm Stability; revolts you crush leave unrest at 25 instead of 40.
Tier 4 (pick one)Great Charter2Burgher and clergy unrest weights −1; Light taxes give +2 Legitimacy per year. +1 Justice.
Tier 4 (pick one)Absolute Authority2+2 Authority per season; lost Trials never take Legitimacy below 40. +1 Justice.
Capstone (pick one)The Lawgiver3Your Legitimacy band counts one step higher; your successor inherits +10 Legitimacy.
Capstone (pick one)Anointed3Legitimacy 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.

TierPerkCostEffect
Tier 1Great House1Marriage rolls start a pregnancy on a 5–6.
Tier 1Tutor of Heirs1Your heirs need a regent only under 10 (not 12) and gain +1 to one rating when they come of age.
Tier 1Loyal Household1Family officers start with +1 loyalty. +1 Justice.
Tier 2Collector of Claims1Each marriage into another house gives your dynasty a claim step (a casus belli).
Tier 2Hale1Your aging checks start at 50 instead of 40.
Tier 3 (pick one)Unbroken Line2If an heir exists, your succession is always clean (no contest penalties).
Tier 3 (pick one)Web of Cousins2Relatives you place as vassal rulers start at loyalty +3.
Tier 4 (pick one)Living Legend2+1 to every rating; each Renown gain is +1 larger.
Tier 4 (pick one)Court of Splendor2+4 court seats; officer searches −2 DC. +1 Diplomacy.
Capstone (pick one)Founder of a Dynasty3Your heir inherits half your Renown and the tier-1 perks of every path you opened.
Capstone (pick one)The Undying Name3Once, 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.

TierPerkCostEffect
Tier 1Anointed Hand1+1 Justice.
Tier 1Tithe Master1Temples of the established faith tithe +50%.
Tier 1Omen Reader1You may read omens yourself at DC 12, with no High Chaplain needed.
Tier 2Sworn of the Patron1Your patron grants +2 Earned Favor every season you act in its nature.
Tier 2Holy Orders1Temple guard and battle priests cost −25% upkeep.
Tier 3 (pick one)Inquisitor2Heresy threads you prosecute resolve at DC 10; a convicted heresy gives +2 realm Stability.
Tier 3 (pick one)Good Shepherd2Tolerated faiths pay normal rite costs in your realm, and their followers' unrest weight is −1.
Tier 4 (pick one)Miracle Worker2Miracles cost 20 Spendable Favor instead of 25. +1 Justice.
Tier 4 (pick one)Crusader King2Holy-cause wars cost no Legitimacy and give +5 war score per siege. +1 Command.
Capstone (pick one)Living Saint3Your established faith's favor can't fall below +50, and your realm Stability can't fall below 3.
Capstone (pick one)Voice of the Gods3Once 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.

TierPerkCostEffect
Tier 1Adept1+1 Intrigue.
Tier 1Vial Hoarder1Your vials keep 8 seasons instead of 4.
Tier 1Warded Halls1Intrigue ops against your capital start at −2 secrecy.
Tier 2Gatewright1Portals cost −25% to build, and extra gates cost no extra vials.
Tier 2Battle Magic1War-mages drink a vial only every second battle.
Tier 3 (pick one)Arcane College2Each Arcanum tier adds +1 research slot.
Tier 3 (pick one)War Wizard2When you command, war-mages count double Power.
Tier 4 (pick one)Scrying Pool2Each season, learn one rival's Treasury band, field Power and next move. +1 Intrigue.
Tier 4 (pick one)Transmuter2Once per season, turn 1 vial into 3 luxury or 1 prestige good. +1 Stewardship.
Capstone (pick one)Archmagus of the Age3The Bloodworks (or your great work) costs −50% and runs one extra project in parallel.
Capstone (pick one)The Eternal Gate3Your 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.

TierPerkCostEffect
Tier 1Born Rider1+1 Command.
Tier 1Roost Keeper1Roosts cost −25% and house +1 dragon.
Tier 1Livestock Lord1Dragons and drakes eat 1 less Food (minimum 1).
Tier 2Wyrm Whisperer1Wild dragons can be bargained with: an Envoy roll at DC 14 makes one stop raiding for a year.
Tier 2Clutchmaster1Clutches roll d4+1 eggs, and eggs hatch in half a year.
Tier 3 (pick one)Sky Host2Drake wings cost −30% upkeep and move at dragonback speed.
Tier 3 (pick one)Terror from Above2Enemy militia facing your dragons fight at −2 morale instead of −1.
Tier 4 (pick one)Bonded Soul2You and your dragon share Renown: its battles count as yours. +1 Command.
Tier 4 (pick one)Court of Wings2Each dragon housed gives +1 Authority (max +5 instead of +3). +1 Diplomacy.
Capstone (pick one)Pact of Elders3Once per reign, an elder dragon joins your realm bonded and loyal.
Capstone (pick one)Dragon King3Your dragons ignore walls and fear rolls; your capital can't be besieged while a dragon guards it.
Manual updated Nov 8, 2026.