Season 1 tidings
  1. tidings
  2. planning
  3. resolution
  4. resistance
  5. battle
  6. cleanup

Perks 📖 Rules

General

PerkTierRules
Confident DuelistBaseWhen Dueling, ignore your 1st and 5th consequences.
Confident NegotiatorBaseWhen Negotiating, ignore your 1st and 5th consequences.
Confident Crafter⚠ not automatedBaseWhen Crafting, ignore your 1st and 5th consequences.
Confident RitualistBaseWhen casting rituals, ignore your 1st and 5th consequences.
Desperate ReactionBaseUse up to one additional ↩️ each month by spending an action from next month.
Flexible Skills⚠ not automatedBaseChoose two skills; for yourself, treat 2 actions tagged with the latter as the former. Repeatable with an entirely separate pair each time.
Managerial PracticesBaseRefresh an agent (action).
Prepared ReactionBaseUse up to one additional ↩️ each month by spending a scheme. The scheme does not apply as an asset to the resistance roll.
Personal TouchBaseYour actions are rank-2 assets for challenges, instead of rank 1.

Municipal

PerkTierRules
Civil ServantsBaseRefresh a feature of a town you claim (action).
Heavy ConstructionBaseUse multiple industries on build actions, but still cannot repeat materials.
SlumlordBaseWhen taxing, gain coin equal to population rather than wealth. Adds "Uprising" instead of "Taxed".
Five Year PlanBaseTaking a town action lets you take the same action in another town with a separate pool; only your Skill replicates between them.
Seeder⚠ not automatedBaseGain Seed minor ambitions per claimed town; completing one plants a mystic tree (first two free). Seeded towns gain Growing 1 or a terrain mana each season; battles there add "Destroy the Tree".

Magic

PerkTierRules
Elemental EfficiencyBaseChoose a terrestrial element. Casting a spell of that element gains 1 mana of it. Repeatable with a different element each time.
Elemental SpecializationBaseChoose a terrestrial element. Store 2 extra mana of it, and gain 1 mana of it at the start of each season. Repeatable with a different element each time.
Drain CuriosBaseA magic item can always contribute to a ritual, but loses its magical properties for the rest of the season.
Renowned RitualistBaseExcess successes on rituals become Respect or Fear.
Vessel HeartBaseMana does not dissipate at end of season. Mana spent on a failed ritual is refunded.
Mystic ReactionsBaseUse up to one additional ↩️ each month by spending an Air mana in addition to any other costs.
Steady SorceryBaseSlow spells gain +1 effective rank per unique Slow spell already cast this month. Learn 3 Slow Spells.
Improvised Instants⚠ not automatedBaseWhen casting Fast spells, pay any 1 mana symbol with 2 mana of another element (element cast is unchanged). Learn 3 Fast Spells.

Military

PerkTierRules
Forced MarchBaseWhen you muster, you can move armies not in their garrisons.
Capable Generals⚠ not automatedBaseLearn two new once-per-battle commands, more powerful than the base commands.
QuickdrawBaseYour side always acts first in combat, removing the "Seize the Initiative" Goal. Negated if any enemy also has Quickdraw.

Influence

PerkTierRules
Mass ChannelBaseWhen you channel influence, you can remove 2 influence from any number of locations.
Mercurial⚠ not automatedBaseDuring Tidings, before resetting outpost influence, swap your influence between any two hexes twice.
More Outposts⚠ not automatedBaseSelect a wilderness hex where you have ≥3 influence. Create an outpost there.
More InfluenceBaseGain access to an additional influence generation mechanism.
Municipal ManaBaseWhen channeling influence in a town, spend 2 influence to generate 2 mana matching either the terrain or the town’s ancestry. (Mutually exclusive with Urban Outposts.)
Urban OutpostsBaseOutposts can be built in towns. Immediately move an outpost into a non-capitol town where you have ≥3 influence. (Mutually exclusive with Municipal Mana.)

Respect

PerkTierRules
Mercy Campaign⚠ not automatedBaseWhen an enemy army retreats, surrenders, or is forced to route, gain Respect equal to the number of routed units.
Health DriveBaseAction: heal the sick in a claimed town with Nature; 2 Respect per success, +1 population if successes exceed population. Once per town per season.
Savior⚠ not automatedBaseRescuing an agent/army grants Respect equal to their rank (halved if you share blame, doubled if the danger was especially lethal).

Fear

PerkTierRules
InquisitionBaseAction: detect and attempt to remove another conspiracy’s influence from a hex; gain Fear per influence removed.
Little CrueltiesBaseGain 1 Fear at the start of each month.
Blighted NeighborhoodBaseChoose a claimed town: each Cleanup, reduce its population and wealth by 1 and gain 5 Fear.

City — Sovereign

PerkTierRules
Moderately SkilledCreationStart with 5 ranks in other skills (max 2/skill); Law and Industry recommended.
Royal HeadCreationDescribe your capitol’s leader — merits, selection, sacrifices made.
Proficient HeirsCreationDescribe 3 loyal rank-2 follower agents (mobility 3) representing heirs to the throne.
Isolationist PastCreationYou do not start with friendly contacts.
Ancestral DefenseCreationPrivately describe an ancient enchantment defending your capitol and how it could be overcome.
Ancestral TitheCreationChoose Special Treatment, Uplift, or Unity tied to a shared ancestry/creed (the variant). Special Treatment is proposed each Tidings; Uplift and Unity stay GM-adjudicated.
Specialized MagicCreationStore up to 4 mana of your ancestry’s element (the variant); cast through your Heirs.
Starting ClaimsCreationCapitol pop 7 / wealth 2, Stone Walls, 4 built features (complexity 5-4-3-2); claim two small towns (pop/wealth 2).
Ancient CraftsCreationCapitol industries get Specialized free; capitol features grant a rank-1 asset toward building the same elsewhere.
Starting ArmiesCreationRank-4 size-4 heavy royal guard (Loyal) + rank-2 size-7 medium army.
Starting ResourcesCreationChoose 2: rank-6 Experience on a non-guard army, 3 rank-2 luxuries, or 6 coin.
Lordly Commandments⚠ not automatedCreationTake four public actions each month.
Big FamilyBaseYou can have up to 5 Heirs.
Magical HeirsBaseChoose an elemental temperament per Heir. Each Tidings, choose 3 Heirs and generate mana matching their temperaments.
Magical MonarchBaseStore up to two of each element other than your ancestry element (which stays at 4) per season.

City — Celestial

PerkTierRules
Moderately SkilledCreationStart with 5 ranks in other skills (max 2/skill); Sorcery and Industry recommended.
Divine ProtectionCreationPrivately describe a grand capability defending your capitol/denizens and how it could be overcome.
Awesome PowerCreationYou are a premium titanic rank-4 6-unit army, Loyal only to yourself; take wounds equal to range from capitol when fighting away from it.
SorceryCreationStart with 2 Fast and 2 Slow Spells.
Excellent Personal MagicCreationStore up to three of each mana per season; cast through yourself.
Mystic TitheCreationEach Tidings, gain a mana matching the terrain element of each town you claim.
Starting ClaimsCreationCapitol pop 6 / wealth 2, Stone Walls, 4 built features (complexity 4-3-2-1); claim one small town; start with a rank-2 size-4 medium army (levy, random build).
City on a HillCreationCapitol industries get Extended free; spells cast from capitol have doubled range.
Starting ResourcesCreationChoose 2: magic item fragments, 2 counts of a rank-3 unique material, or 7 coin.
Divine Requests⚠ not automatedCreationTake four public actions each month.
Satellite ShrinesBaseSee/cast through statues raised in claimed towns (2 immediately, +1/Tidings); an ↩️-able action to remove one.
Magical ProtectorBaseStore four of each mana; generate one mana of your element each season. (Mutually exclusive with Divine Protector.)
Divine ProtectorBaseYour element is Light or Dark; generate two mana of it each season. (Mutually exclusive with Magical Protector.)

City — Overlord

PerkTierRules
Highly SkilledCreationStart with 7 ranks in other skills (max 2/skill); Law and Industry recommended.
Shrewd ProtectionCreationPrivately describe a complex stratagem defending your capitol/denizens and how it could be overcome.
Pitiless TitheCreationEach Tidings, remove 1 Uprising from each claimed town; gain 1 Respect or Fear per removal.
Indentured MagesCreationStore up to two of each mana per season via mages garrisoned in each town (mobility 1); casting through them adds Rebellious equal to the spell’s generic cost.
Starting ClaimsCreationCapitol pop 6 / wealth 2, Stone Walls, 4 built features (complexity 4-3-2-1); claim two small towns (pop/wealth 3).
Detailed InspectionsCreationCapitol industries get Durable free; spells cast from capitol have doubled range.
Starting ResourcesCreationChoose 3: magic item fragments, rank-3 unique material x2, rank-2 luxury x3, rank-2 schemes x3, or 7 coin.
Starting ArmiesCreationRank-4 4-unit heavy army + rank-2 8-unit medium army, random ancestries, Mercenary keyword.
Wheels within Wheels⚠ not automatedCreationTake two public and two private actions each month.
PrivateersBaseYour largest mercenary army does not count toward your support limit.

Conspiracy — Circle

PerkTierRules
Moderately SkilledCreationStart with 5 ranks in other skills (max 2/skill); Nature and Sorcery recommended.
SorceryCreationStart with 2 Fast and 2 Slow Spells.
Arcane RootsCreationDescribe a magical defense protecting your outposts from removal.
Mystic MembershipCreationDescribe the normative member of your conspiracy (magical beings or minor-magic mortals).
Masters of the CircleCreation3 loyal rank-2 follower agents (mobility 1), each tied to an element and generating a mana of it each season.
ReclusiveCreationYou do not start with friendly contacts.
Circle MagicCreationStore up to two of each mana per season; cast through any of your three masters.
Wild InfluenceCreationChoose two Influence Generation Mechanisms; start with two wilderness outposts and 1 influence radius-1 around each.
Strange AlliesCreationDescribe 2 rogue armies (rank 2 and rank 3) adjacent to different outposts; free control for one season, negotiable afterward.
RunesCreationA circle-only asset spendable once in a ritual/challenge targeting its hex; at most one of your runes per hex. Grants the Hidden Runes catalog action; other powers destroy detected runes for free.
Starting ResourcesCreationChoose 3: one mana of each terrestrial element, 5 coin, a rank-3 unique resource, rank-3 Runes at your Strange Allies, or rank-3 Runes at your outposts.
Covert Procedures⚠ not automatedCreationTake four private actions each month.
Immortal Masters⏱ trackedAdvancedOnce per season, a slain master teleports to an outpost instead of dying.
Many MastersAdvancedYou can have up to 4 Masters of the Circle at a time.
Disrupting Runes⚠ not automatedAdvancedIn a battle or ↩️, expend a rune of equal or greater rank to counter an opposed power’s spell and all its effects, cast where the rune is. Also counters a spell cast from the rune’s hex, or serves as a critical asset against a resisted ritual there.
WodewalkersAdvancedAction: choose an outpost, gain 1 influence there and in contiguous same-type wilderness hexes, up to successes.

Conspiracy — Cult

PerkTierRules
Highly SkilledCreationStart with 7 ranks in skills (max 2/skill); Sorcery and Charisma recommended.
Blessed RedoubtsCreationDescribe a divine defense (your patron’s first boon) protecting your outposts from removal.
Vast PatronCreationDescribe your patron; leadership can communicate at slow-spell speed.
Devoted MembershipCreationDescribe the normative cult member — what they know and don’t about the patron.
Cult MagicCreationStore up to two of each mana per season; cast through lower cultists in hexes with ≥2 influence.
Moderate InfluenceCreationChoose two Influence Generation Mechanisms; start with two outposts and 1 influence radius-1 around each.
Patron’s FingersCreationDesign a repeatable rank-2 template army: Deathless (fee 1, undead/constructs, torpor not death), Fantastic (fee 2, no equipment/class, +2 armor, premium keyword), or Boonbearer (fee 3, devoted membership, premium keyword).
Starting ArmiesCreation6-unit Patron’s Finger army in one outpost + 6-unit rank-1 "Cultist irregulars" in the other.
Starting ResourcesCreationChoose 2: 1 Favor, 2 counts of a rank-3 unique material, or 7 coin.
Covert Procedures⚠ not automatedCreationTake four private actions each month.
Secret Shrines⚠ not automatedCreationPlacing hidden shrines to your patron is a stealthy action ambition.
Flexible Summoning⚠ not automatedAdvancedRedesign a Patron’s Finger army on creation (keeping its Deathless/Fantastic/Boonbearer type); ignore the 2nd consequence when producing them.
Risen RanksAdvancedAfter winning a battle where mortals were slain, create a new Patron’s Finger army sized to excess successes (max = units slain) in that hex.
Gate Guardians⚠ not automatedAdvanced↩️ when an enemy musters onto an outpost hex: raise a free, battle-only Patron’s Finger army to defend it.
Protector Race⚠ not automatedAdvancedTowns of other ancestries produce double support limit; armies of other ancestries cost double support per unit.

Conspiracy — Cause

PerkTierRules
Broadly SkilledCreationStart with 1 rank in 5 skills and 2 ranks in another.
Hydra’s HeartsCreationDescribe your cause’s hope: when an outpost is removed, found another ≥6 hexes away (or delay as a difficulty-0 action later).
Statement of PurposeCreationWhat brings this cause together, and what keeps it bound rather than fracturing?
Convicted MembershipCreationDescribe the core demographic this cause attracts.
Greater InfluenceCreationChoose two Influence Generation Mechanisms; start with three wilderness outposts and 1 influence radius-2 around each.
Novice MagesCreationStore up to one of each mana per season; cast through your outposts.
Veteran RebelsCreationRank-3 8-unit army (any ancestry, controlled build) in an outpost, gains Stealthy.
Starting ResourcesCreationChoose 2: magic item fragments (own design), 2 counts of a rank-2 luxury, or 3 coin.
Torches and Pitchforks⚠ not automatedCreationTake two private and two public actions each month.
Righteous MagicBaseStore up to two mana of each element per season; cast from hexes with ≥2 influence.
MolotovsBaseSaboteurs attacks may inflict Burn damage, at +1 difficulty.

Champion — Wizard

PerkTierRules
Highly SkilledCreationStart with 7 ranks in skills (max 2/skill); Delve and Sorcery recommended.
SorceryCreationStart with 2 Fast and 2 Slow Spells.
Arcane DefenseCreationPrivately describe a magical defense on your person and how it could be overcome.
Starting ResourcesCreationChoose 2: fragments of two magic items (own design), 2 counts of a rank-3 unique material, or 7 coin.
Shaded Fire⚠ not automatedCreationTake five private actions each month. Your final action goes last.
MultifocusedCreationHave two minor ambitions at a time (still start with just one).
Excellent Personal MagicCreationStore up to three of each mana per season; cast through your person.
Dealer of WisdomCreationEach Tidings, gain 2 Insights.
Strange AlliesCreationDescribe 2 rogue armies (rank 2 and rank 3) on opposite sides of the map; free control for one season, negotiable afterward. Your support limit is 0.
Far TravelerCreationPersonal mobility 6.
Perfected SpellAdvancedPerfect a spell: first cast each month costs 2 less, second costs 1 less. Upgrade perfects two more spells.
Channeled ShieldAdvancedGenerate AFEW mana at any time, but doing so breaks your Arcane Defense for the season.
Master of ArtificeAdvancedPersonally wield two more magic items.
Dreamwalk⚠ not automatedAdvancedMeditate into the dreams of a creature you’ve met or connected to magically, aware of your body’s surroundings meanwhile.
Elemental Flexibility⚠ not automatedAdvancedSubstitute up to one required mana in a spell for mana of another type.

Champion — Dragon

PerkTierRules
RaiderCreationStart with 2 ranks in Warfare.
Moderately SkilledCreationStart with 5 ranks in other skills, max 2 per skill.
Awesome PowerCreationYou are a premium titanic rank-4 4-unit army with a terrestrial element, Loyal only to yourself.
Dread GrowthCreationEach Tidings, gain 1 unit (2 if below your prior maximum), tracking the max reached.
Startling ImmunityCreationDescribe a magical defense on your person; while it holds, being slain in battle instead retreats you (nearly full wounds) to a GM-chosen hex.
Unsubtle Acts⚠ not automatedCreationTake four public actions each month.
Personal MagicCreationStore up to two of each mana per season; cast through your person.
Knowledge GobblerAdvancedWinning a battle where an enemy cast a spell teaches it to you, granting an Insight-gaining action against a claimed town’s population.
Ironskin⚠ not automatedAdvancedMortally wounded units in your personal army still count for combat checks. (Mutually exclusive with Ironmind.)
WarbackedAdvancedCarry another willing army with you as their garrison; +5 support limit.
Monstrous⚠ not automatedAdvancedGain a premium army keyword.
Subtle TitanAdvancedYour army gains Stealthy and half your monthly actions become private. Upgrade: Strengthened 2 instead, all actions private.
Magical BeastAdvancedStore three of each mana; generate one mana of your element each season. (Mutually exclusive with Divine Beast.)
Divine BeastAdvancedYour element is Light or Dark; generate two mana of it each season. (Mutually exclusive with Magical Beast.)

Champion — Paragon

PerkTierRules
Moderately SkilledCreationStart with 5 ranks in other skills (max 2/skill); Delve and Warfare recommended.
Protective BlessingCreationPrivately describe a magical defense on your person and how it could be overcome.
MentorshipCreationOne elderly rank-2 Rooted agent (mobility 0) who helped shape your moral footing.
Holy MagicCreationStore up to two mana of each element per season, cast through your person; choose Meditate or Preach.
Wandering WarriorCreationChoose 1: Fight Like 10 Men, Battlefield Sabotage, or Reinvigorating Speech.
Starting ResourcesCreationChoose 2: magic item fragments (own design), 2 counts of a rank-2 luxury, or 3 coin.
Mobile garrisonCreationBecome the garrison point for armies you Lead; support limit 5; 4 actions/month (public while leading, private otherwise).
Far TravelerCreationPersonal mobility 5.
CrusaderAdvanced+5 support limit and an action to gain control of an army you battled alongside last month (opposable). Upgrade: +2 on that roll and no march penalty from a second led army.
Borrowed MagicAdvancedStore one more mana of each element; cast through any army you lead at −1 effective rank.
Greater Holy MagicAdvancedStore one more mana of each element; use either Holy Magic action.
Distant Loyalties⚠ not automatedAdvancedClaims remain when you leave a town; claim up to two towns at a time.
WarmasterAdvancedChoose another Wandering Warrior option; +5 support limit.
Assured TrainerAdvancedTraining an army is assured on Warfare; +5 support limit.