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Leadership Feat ...

Gives you 1 point per level


Blood Royal Feat... ... Gives 10 points to spend (Must not be of Onarc Class)
Inheritance Feat... ...... Gives 5 points to spend
Levels in Mersarior... Gives 1 point per level to spend in Army
Levels in Onarc... ... Gives 2 points per level to spend in Stronghold, Settlements, or Temples
Levels in Concunarc... ... Gives 2 points per level to spend in Courts
Levels in Syconarc... ... Gives 2 points per level to spend in Courts
Levels in Cournarc... ... Gives 2 points per level to spend in Courts
Levels in Arlor... ... Gives 2 points per level to spend in Army
Levels in Divinnarc ... Gives 2 points per level to spend in Temples
Levels in Cronarc... ... Gives 5 points per level to spend
10 Ranks in Appraise... ...gives 5 points to spend in Settlements
10 Ranks in Diplomacy... ...gives 5 points to spend in Settlements or Courts
10 Ranks in Know. (Law)... ...gives 5 points to spend in Settlements
10 Ranks in Sense Motive... ...gives 5 points to spend in Settlements or Courts
10 Ranks in Know (Etiquette)... ...gives 5 points to spend in Courts
10 Ranks in Know (Onarcy)... ...gives 5 points to spend in Courts
10 Ranks in Command... ...gives 5 points to spend in Army
10 Ranks in Intimidate... ...gives 5 points to spend in Army
10 Ranks in Know (Religion)... ...gives 5 points to spend in Temples
10 Ranks in Know (Planes)... ...gives 5 points to spend in Temples
Soul of the City... ...gives 5 points to spend in Settlements
Artisan Patron ...gives 2 points to spend in Settlements
Merchant Patron ...gives 2 points to spend in Settlements
Affluence ...gives 2 points to spend in Courts
Connected ...gives 2 points to spend in Courts
Master of the Court ...gives 5 points to spend in Courts
First Look ...gives 2 points to spend in Courts
Political Maneuvering ...gives 2 points to spend in Courts
Skill Focus (Diplomacy) ...gives 2 points to spend in Courts
Skill Focus (Command) ...gives 2 points to spend in Army
Quartermaster ...gives 2 points to spend in Army
Tactical Prodigy ...gives 2 points to spend in Army
Veteran Officer ...gives 5 points to spend in Army
Ear of the People ...gives 2 points to spend in Temples
Master Researcher ...gives 2 points to spend in Temples
Kin to the Ehovum ...gives 2 points to spend in Temples
Tranquil Soul ...gives 2 points to spend in Temples
Ehov's Blessing ...gives 5 points to spend in Temples
STRONGHOLD
0 1 2 3 4 5
Difficult R Simple R Difficult A Simple A Difficult H Simple H
QUALITY Mansion / Tower (5) Noble Villa / Keep (10) Castle (15) Palace / Citadel (20)
Medium (SI 0) Large (SI 1) Huge (SI 2) Gargantuan (SI 4)
GUEST Basic (0) Minor (2) Moderate (4) Major (8)
CHAMBERS 5 Chambers 15 Chambers 25 Chambers 35 Chambers
ARMAMENTS Basic (0) Minor (2) Moderate (4) Major (8)
Standard Archers Murder Holes Flaming Pitch Siege Engines
BARRACKS Basic (0) Minor (2) Moderate (4) Major (8)
10 Quarters 35 Quarters 60 Quarters 85 Quarters
COURT Basic (0) Minor (2) Moderate (4) Major (8)
None Court Chamber - -
FORTIFICATIONS Basic (0) Minor (2) Moderate (4) Major (8)
+0H, +0hp +5H, +25hp +10H, +50hp +15H, +75hp
SHRINE/TEMPLE Basic (0) Minor (2) Moderate (4) Major (8)
+0 Morale +1 Morale +2 Morale +3 Morale
SETTLEMENTS
WATERWAYS None (0) Minor (1) Major (3) Port (5)
+15% imports +5% imports +0% imports -5% imports
SETTLEMENT Village (5) Town (10) City (15) Metropolis (20)
50 / 30 / 1d100 150 / 90 / 5d100 550 / 330 / 11d100 850 / 510 / 15d100
FARM (1) 50 / 0 / +1d100
ARMORSMITH Average (2) Fine (4) Excellent (6)
(1d8+3 Armor) 30 (F3) 40 (F4) 50 (F5)
BOWYER/FLETCHER Average (2) Fine (4) Excellent (6)
(1d12+6 Bows/10d10 arrows) 30 (F3) 40 (F4) 50 (F5)
TAVERN/INN Average (2) Fine (4) Excellent (6)
(+1 to Public Opinion) 30 (F3) 40 (F4) 50 (F5)
TANNERY Average (2) Fine (4) Excellent (6)
(3d10 Leather Items) 30 (F3) 40 (F4) 50 (F5)
MINE/MILL Average (2) Fine (4) Excellent (6)
(+2 to Trade) 30 (F3) 40 (F4) 50 (F5)
BREWERY Average (2) Fine (4) Excellent (6)
(2d10 Barrels of Ale) 30 (F3) 40 (F4) 50 (F5)
ALCHEMIST Average (2) Fine (4) Excellent (6)
(2d10 Alchemical Items) 30 (F3) 40 (F4) 50 (F5)
EXOTIC MERCHANT Average (2) Fine (4) Excellent (6)
(+5% item Rarity) 30 (F3) 40 (F4) 50 (F5)
JEWELER Average (2) Fine (4) Excellent (6)
(2d10 Jewelry) 30 (F3) 40 (F4) 50 (F5)
STABLES Average (2) Fine (4) Excellent (6)
(1d12 Horses) 30 (F3) 40 (F4) 50 (F5)
SWORDSMITH Average (2) Fine (4) Excellent (6)
(1d6+3 Swords) 30 (F3) 40 (F4) 50 (F5)
WEAPONSMITH Average (2) Fine (4) Excellent (6)
(2d10 Misc. Weapons) 30 (F3) 40 (F4) 50 (F5)
MILITARY Barracks (5, 50c) Garrison (10, 100c) Arena (15, 200c)
+1 to Troop Rolls +2 to Troop Rolls +2 to Troop & Public Rolls
RELIGIOUS HOLDINGS Shrine (2) Temple (4) Cathedral (8)
+1 to Public Opinion / 20 +2 to Public Opinion / 30 +3 to Public Opinion / 50
GUILDS Rior Legion Arcan Order Scound Guild
+10c (F1) to all Smithies +20c (F2) to alchemists +10c (F1) to Jewelers / EM
OTHER 1 Magistrate (5, 50c) Menagerie (4) University (4)
+2 on all Event Rolls +2d100 coins
OTHER 2 Foreign Quarter (4) Waterfront (4) Black Market (2)
Item Rarities -1 -5% on Imports
COURTS
GIFTS 1 2 3 4 5 6 8 10
Poor Average Fine Excellent Exceptional Superior Masterwork Masterpiece
(-2) (+0) (+1) (+2) (+3) (+4) (+5) (+6)
BUREAUCRAT Minor (1) Aid in obtaining necessary paperwork
Major (5) Bends the laws on occasion, with forged documents and allowed access
DIVIN Minor (1) Gives updates on Divin affairs and preside over ceremonies
Major (6) May travel great distances for blessings or loan blessed artifacts
ARCAN Minor (4) Offers sage advice and perhaps craft some alchemical items
Major (8) Offers spellcasting for reasonable compensation
CHAMPION Minor (1) Training on sword use
Major (4) Will act as second in any duel or trial by combat
EXPLORER Minor (1) Can provide information on the area in question
Major (4) Will undertake expeditions on ones behalf
ONARC Minor (2) A merely useful correspondent, especially when name dropping.
Major (5) Can provide invitations to the courts of Cronarcs
INROMANT Minor (2) Will give information for compensation
Major (4) Will give information out of loyalty
INVESTIGATOR Minor (1) Can provide information about investigations that don't interfere
Major (4) Investigate on behalf or aid in proving one's innocence if falsely accused
ERCHAN Minor (3) Will help to legally obtain an item if the price is right
Major (6) Will give a good discount, or seek out items beyond Occasional
MERSA Minor (1) Won't risk his life and will seek compensation
Major (5) Will Risk his life and will seek compensation
SCOUND Minor (2) Will trail targets and gather inromation on them
Major (6) Will break into homes and steal objects
Minor (3) Will assassinate any one not an Onarc for Compensation
SASSI Major (7) Will assassinate even Onarcs for Compensation
Blackmail 2
Good Reputation 1
Hostage 3
Look-alike 4
Messenger 1
Safehouse 3
Unseen Ally 2
ARMY

Unit (100 men) Cost Strength Protection Speed Morale Discipline


Asen Consripts 0.25 (0.5/0.75) 1d4 (1d6) 0 (1) 3 15 (14) 13
Myrmids 0.5 (1/1.5) 1d6 (1d8) 1 (2) 3 10 (9) 9
Light Infantry 1 (1.5/2) 1d6 (1d8) 2 (3) 3 7 (6) 8
Light Cavalry 2 (3/4) 1d6 (1d8) 2 (3) 6 7 (6) 10
Medium Infantry 2 (3/4) 1d8 (1d10) 3 (4) 2 6 (6) 7
Mersa 2 (3/4) 1d8 (1d10) 3 (4) 3 10 (9) 6
Heavy Infantry 3 (4.5/6) 1d10 (1d12) 4 (5) 1 5 (4) 6
Medium Cavalry 3 (4.5/6) 1d8 (1d10) 3 (4) 4 7 (6) 9
Archers 3 (4.5/6) 1d8 (1d10) 3 (4) 2 6 (5) 6
Heavy Cavalry 4 (6/8) 1d10 (1d12) 4 (5) 2 5 (4) 8
Cavalry Archers 4 (6/8) 1d10 (1d12) 4 (5) 4 6 (5) 8
Arcans 4 (6/8) ??? () ??? () 2 5 (4) 5
Unique 5 (7.5/10) 1d12 (1d20) 5 (6) 4 4 (3) 4

Scout (1/R, M10) Learn of Enemy's Location. Chance is 1 in 10 per rank on 1d10
Saboteur (1/R) Enemy Army loses 1d10 troops per rank of Saboteur
Medic (1/R) Heals 1d10 Troops per rank after each battle
Signal Corps 1 3 5
+1 DiscRoll To Maneuvers +2 DiscRoll To Maneuvers +3 DiscRoll To Maneuvers
Supply (1/R) Supply Train supports 3 combat Units per rank of Supply
Camp 0 1 3 5
(Ambush passes) All Defending Disc7+ Defending None Defending All Ambushers
Stronghold Tower & Barracks (1) Keep & Garrison (3) Castle & Garrison (5)
Holds 6 Units Holds 12 Units Holds 15 Units
Diversions Accompanying Erchan (1) Erfortroupe (1) Concusens (1)
+1 to Morale Rolls (Stacks) +1 to Morale Rolls (Stacks) +1 to Morale Rolls (Stacks)
TEMPLE
Structure 1 3 5
(Size) Shrine Medium Large
Structure 1 2 3
(Quality) Decent Well Kept Exquisitely Designed
Structure +1 +2 +3
(Defenses) +3H, +15hp +6H, +30hp +9H, +45hp
Structure +1 +2 +3 +4 +5
(Location) Small Lake Well-kept Road Castle Large River Mystical Entity
Small Forest Atop small Hill Town Common Resource Metropolis
Village A large Lake City Legendary Site
A large Forest
Historical Site
Structure +1 +2 +3 +4 +5
(Add-Ons) Small Garden Large Garden History Wall 3pt + Exquisite 4pt + Exquisite
Plaque Mini-Shrine Life-size Statues Rare Small Garden Rare Large Garden
Forge Stone chess tables Full Smithy Blessed Shrineroom
Personnel 1 2 3 4 5
10 Asen 1 Mid Divin 1 Renowned Tisa 1 High Rior 1 High Arcan
4 Tisa/Orem 1 Emplardivins 1 Renowned Chol 1 Encharcan 1 High Divin
1 Low Divin 1 Skilled Chol 1 Mid Rior 1 Mid Onarc 1 High Onarc
Reputation 0 1 2 3 4 5
(Scope) Unknown Province Region Nation Continent All Giuthas
Reputation 0 1 2
(Quality) No meaningful reputation yet Reputation not commonly Reputation Commonly
+1 +1
Major Figures in temple are well known Leading Authority on field of study
Resources 1 2 3 4 5
Small Library Medium Library Holvolkin Warded Prophecy Wall Air Spirit Aid
Small Laboratory Large Library Holvolkin Prison Holds elite school
Blessed Well Large Laboratory Fire Spirit Safe Great Teachings
Arcan Library
Allies 1 2 3 4 5
Orem Harvest Traveling Erchan Myrmid patrol Spirit's Intrigue Cronarc's Favor
distant Arlor Rigan Protection Cro-Ord studies Secret Order
Cournarc Letters Onarc's Favor

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