Aug 13, 2018 9:11 pm
You can choose a narrative for your character at 1st level. This serves as your character background—it’s your character’s origin story, and describes how other people in the setting see your character. You can only have one character narrative, and usually your choice lasts for the duration of your adventuring career (but see Changing Narratives, below).
Each narrative is available to characters of any race or class, unless it has specific requirements. For example, the Dhari hunter narrative may make the most sense for a barbarian or ranger, but there’s no reason you couldn’t build a hunter concept around a rogue who relies on stealth and sneak attack to make quick kills, or even a druid who worships spirits of the hunt. On the other hand, the whole point of the Black Book is that its owner possesses arcane power, so a character must be an arcane spellcaster to choose the Bearer of the Black Book narrative.
Followers
Many narratives provide a group of followers. Followers come in three basic varieties: elite companies, raiders, or armies. You don’t have to pay them or arm them—you can assume that the benefit of gaining these followers includes the ability to manage whatever wages are appropriate, provide them with equipment, and see to their room and board. The majority of your followers are members of your own character race, although in certain circumstances (for example, if you are a dwarf panjandrum serving in a human city) you may summon followers of a different race.Your followers are very loyal and are willing to fight and die for you, but they aren’t suicidal. You can order them to take a ship and sail off to cross an ocean that has never been crossed, but they won’t obey if you order them to sail with no provisions, or if you simply order them to march into the sea. If you abuse your followers badly (GM’s discretion), they may desert; regaining their loyalty may require a special quest.
Elite Company: A company is an elite band of warriors who guard you and protect your property and interests when you are not around. You gain a number of followers equal to 6 + your character level + your Charisma modifier. The exact type of followers you gain depend on your narrative.
Usually, one-quarter of your elite company is available to accompany you on adventures, if you ask. Your warriors serve to guard campsites or mounts, but can be pressed into combat if needed. They are difficult to replace if killed.
An elite company is best used to provide you with a handful of reasonably tough bodyguards for a difficult journey or adventure. However, the GM may modify your XP award for adventures in which you rely heavily on your followers.
Raid: Raiders are allies numbering in the scores to the low hundreds of individuals, who join you for a specific task lasting not more than a few days or weeks. You can summon a number of warriors equal to (5 + your Cha modifier) per character level; for example, if you are a 12th-level character with a Charisma of 14, you can summon a raid of 84 warriors. The exact type of follower you summon depends on your narrative.
It usually takes 3 days to gather a raid, and the raiders must be in the general area. If you are in the same city or village as the raiders you wish to call, you can organize a half-strength raid in an hour. You can summon a raid three times per year, although the GM may permit additional uses of the ability in appropriate circumstances.
Raids are best used to meet an unusual challenge in the course of an adventure—for example, countering a large number of low-level enemy NPCs. Raiders normally act at GM discretion and have whatever effect your GM deems appropriate.
Army or Horde: When you raise a mighty army, you can summon a number of warriors equal to (your character level + your Cha modifier) × 400; the exact type of follower is determined by your narrative. The army includes subleaders, mounts, warbeasts, or special units as appropriate.
It requires at least 1 month to gather your army or horde, and you must be in the homeland of the warriors you are assembling. The army remains together through a full military campaign or effort—for example, a march against an enemy city and the ensuing assault or siege—and may remain in the field for months or longer if the war continues. You can summon an army or horde no more than once per three years, unless the GM decides otherwise.
Summoning an army or horde is usually a world-building event, not a specific adventure (although an army or horde may cause adventures to happen). The GM decides how your army or horde affects the world.
Income
Income may derive from a direct stipend, the sale of valuable produce from an estate, rents or royalties for businesses you are entitled to oversee, or your cut of criminal activity in areas you control. You usually can’t turn income into powerful magic items or buy mercenary champions to guard you, but it does allow you to sponsor activities or individuals you want to help out.
If your narrative provides a source of income, the amount your character receives is based on his or her character level.
High Income Formula (moderate income is half of high income)
Levels 1-10: ( level + Int mod ) x 50 gp per month
Levels 11-16: ( level + Int mod ) x 200 gp per month
Levels 17-20: ( level + Int mod ) x 1000 gp per month
For example, if you are a 10th-level character with an Intelligence score of 16, high income is 650 gp per month, and moderate income is 325 gp per month.
Bank accounts are not exactly common in Thule, but the larger cities are home to counting-houses and moneylenders who can hold sums for you. You might also receive some of your income in the form of property, investments, or ownership shares in different enterprises. A fat purse may not help you much during the typical adventure, but it may make it easier for you to hire specialists such as sages or assassins, live an opulent lifestyle, or sponsor individuals who attract your interest.
Titles
Titles are more nebulous than followers or income. After all, the value of the title depends greatly on who you’re trying to impress. In general, a high title is a lot like diplomatic immunity; most city guards won’t dare to detain or impede your character unless he poses an immediate and obvious threat to someone else of high rank. A title also grants your character access to the inner circles of power, the ability to gain audiences with rulers or high priests, and a voice in important affairs or decisions—for example, whether the ruler accepts an offer of alliance from another city, or which laws should be passed. Much like an army in your service, a high title is generally not useful for resolving an adventure, but it may make new adventures possible.
Changing Narratives
You can select a new narrative with your GM’s permission. Usually this is an important and long-lasting change in your character’s fortunes or station. An ice reaver who spends a single adventure as a pirate probably shouldn’t change her narrative, but an ice reaver who never intends to go back to the icy wastes in which she was born and sets her sights on becoming a great pirate captain might be ready to change her narrative from ice reaver to Golden Sea corsair. As a rule of thumb, your character must practice the new career or path he or she is following for at least one full character level before actually changing her character narrative.
When your character changes narratives, you lose the benefits of the old narrative and gain the benefits of the new as a character of equal level. For example, if you were a 5th level ice reaver and you change narrative to Golden Sea corsair, you gain the benefits appropriate for a 5th level Golden Sea corsair. (This is why you must spend a level transitioning between narratives.)
Each narrative is available to characters of any race or class, unless it has specific requirements. For example, the Dhari hunter narrative may make the most sense for a barbarian or ranger, but there’s no reason you couldn’t build a hunter concept around a rogue who relies on stealth and sneak attack to make quick kills, or even a druid who worships spirits of the hunt. On the other hand, the whole point of the Black Book is that its owner possesses arcane power, so a character must be an arcane spellcaster to choose the Bearer of the Black Book narrative.
Followers
Many narratives provide a group of followers. Followers come in three basic varieties: elite companies, raiders, or armies. You don’t have to pay them or arm them—you can assume that the benefit of gaining these followers includes the ability to manage whatever wages are appropriate, provide them with equipment, and see to their room and board. The majority of your followers are members of your own character race, although in certain circumstances (for example, if you are a dwarf panjandrum serving in a human city) you may summon followers of a different race.Your followers are very loyal and are willing to fight and die for you, but they aren’t suicidal. You can order them to take a ship and sail off to cross an ocean that has never been crossed, but they won’t obey if you order them to sail with no provisions, or if you simply order them to march into the sea. If you abuse your followers badly (GM’s discretion), they may desert; regaining their loyalty may require a special quest.
Elite Company: A company is an elite band of warriors who guard you and protect your property and interests when you are not around. You gain a number of followers equal to 6 + your character level + your Charisma modifier. The exact type of followers you gain depend on your narrative.
Usually, one-quarter of your elite company is available to accompany you on adventures, if you ask. Your warriors serve to guard campsites or mounts, but can be pressed into combat if needed. They are difficult to replace if killed.
An elite company is best used to provide you with a handful of reasonably tough bodyguards for a difficult journey or adventure. However, the GM may modify your XP award for adventures in which you rely heavily on your followers.
Raid: Raiders are allies numbering in the scores to the low hundreds of individuals, who join you for a specific task lasting not more than a few days or weeks. You can summon a number of warriors equal to (5 + your Cha modifier) per character level; for example, if you are a 12th-level character with a Charisma of 14, you can summon a raid of 84 warriors. The exact type of follower you summon depends on your narrative.
It usually takes 3 days to gather a raid, and the raiders must be in the general area. If you are in the same city or village as the raiders you wish to call, you can organize a half-strength raid in an hour. You can summon a raid three times per year, although the GM may permit additional uses of the ability in appropriate circumstances.
Raids are best used to meet an unusual challenge in the course of an adventure—for example, countering a large number of low-level enemy NPCs. Raiders normally act at GM discretion and have whatever effect your GM deems appropriate.
Army or Horde: When you raise a mighty army, you can summon a number of warriors equal to (your character level + your Cha modifier) × 400; the exact type of follower is determined by your narrative. The army includes subleaders, mounts, warbeasts, or special units as appropriate.
It requires at least 1 month to gather your army or horde, and you must be in the homeland of the warriors you are assembling. The army remains together through a full military campaign or effort—for example, a march against an enemy city and the ensuing assault or siege—and may remain in the field for months or longer if the war continues. You can summon an army or horde no more than once per three years, unless the GM decides otherwise.
Summoning an army or horde is usually a world-building event, not a specific adventure (although an army or horde may cause adventures to happen). The GM decides how your army or horde affects the world.
Income
Income may derive from a direct stipend, the sale of valuable produce from an estate, rents or royalties for businesses you are entitled to oversee, or your cut of criminal activity in areas you control. You usually can’t turn income into powerful magic items or buy mercenary champions to guard you, but it does allow you to sponsor activities or individuals you want to help out.
If your narrative provides a source of income, the amount your character receives is based on his or her character level.
High Income Formula (moderate income is half of high income)
Levels 1-10: ( level + Int mod ) x 50 gp per month
Levels 11-16: ( level + Int mod ) x 200 gp per month
Levels 17-20: ( level + Int mod ) x 1000 gp per month
For example, if you are a 10th-level character with an Intelligence score of 16, high income is 650 gp per month, and moderate income is 325 gp per month.
Bank accounts are not exactly common in Thule, but the larger cities are home to counting-houses and moneylenders who can hold sums for you. You might also receive some of your income in the form of property, investments, or ownership shares in different enterprises. A fat purse may not help you much during the typical adventure, but it may make it easier for you to hire specialists such as sages or assassins, live an opulent lifestyle, or sponsor individuals who attract your interest.
Titles
Titles are more nebulous than followers or income. After all, the value of the title depends greatly on who you’re trying to impress. In general, a high title is a lot like diplomatic immunity; most city guards won’t dare to detain or impede your character unless he poses an immediate and obvious threat to someone else of high rank. A title also grants your character access to the inner circles of power, the ability to gain audiences with rulers or high priests, and a voice in important affairs or decisions—for example, whether the ruler accepts an offer of alliance from another city, or which laws should be passed. Much like an army in your service, a high title is generally not useful for resolving an adventure, but it may make new adventures possible.
Changing Narratives
You can select a new narrative with your GM’s permission. Usually this is an important and long-lasting change in your character’s fortunes or station. An ice reaver who spends a single adventure as a pirate probably shouldn’t change her narrative, but an ice reaver who never intends to go back to the icy wastes in which she was born and sets her sights on becoming a great pirate captain might be ready to change her narrative from ice reaver to Golden Sea corsair. As a rule of thumb, your character must practice the new career or path he or she is following for at least one full character level before actually changing her character narrative.
When your character changes narratives, you lose the benefits of the old narrative and gain the benefits of the new as a character of equal level. For example, if you were a 5th level ice reaver and you change narrative to Golden Sea corsair, you gain the benefits appropriate for a 5th level Golden Sea corsair. (This is why you must spend a level transitioning between narratives.)