Ranks

Rank is standing, not power. It decides which missions you may take, where you may go and whom you may command. Each rank has a minimum Renown (Renown, Bounty & Marks), but Renown alone never promotes anyone: your court promotes you, in play.

Ranks group into five tiers (@TIER 1 to @TIER 5). Your tier sets your mission access and your ability cap, the highest proficiency any of your abilities may reach (see Progression).

Starting ranks

  • Anyone may start as Sworn (court) or Wanderer (courtless).
  • Any higher starting rank is a rank claim. See Claims.

Court ladder

Tier 1 · Sworn

Newly oath-bound. Errands for the court, training, little trust.

  • Slots at creation: 2 (Novice, Beginner).
  • Missions: Errand, Task.
  • Limits: cannot lead teams or missions; leaves court lands only with a Courtier or higher, or a writ.
  • Ability cap: Adept.

Tier 2 · Courtier · 10 Renown

Trusted members of the court. Courtiers teach, lead small parties and carry the court's business abroad.

  • Slots at creation: 3 (Adept, Intermediate, Novice).
  • Missions: up to Venture.
  • Command: up to three Sworn. May lead Errand and Task missions.
  • Travel: may leave court lands on official business.
  • Promotion: the seasonal Court Trials, a public test held in each court.
  • Ability cap: High Adept.

Tier 3 · Emissary · 25 Renown

The court's elite: its captains, envoys and spymasters, trusted to act in the ruler's name.

  • Slots at creation: 4 (Substantial Mastery, High Adept, Adept, Intermediate).
  • Missions: all. A Nightmare mission needs at least one companion.
  • Command: up to three Sworn or Courtiers. May lead any mission.
  • Travel: free, for personal or official reasons.
  • Promotion: a private trial set by the ruler.
  • Ability cap: Mastery.

Tier 3 · Shadow

Hand-picked by the ruler. Shadows assassinate, spy and vanish. Rank, age and record do not matter; the ruler's trust does.

  • Same slots and cap as an Emissary.
  • Missions: all, including Nightmare missions alone.
  • Secrecy: only the ruler and the Inner Circle know a Shadow's face. Revealing yourself while masked means expulsion and worse.
  • Arts: may learn the court's secret arts with the ruler's leave.

Tier 4 · Inner Circle · 50 Renown

At most three per court, appointed by the High Lord or Lady (or by the regent while the throne is empty).

  • Missions: any, alone.
  • Arts: may learn every secret art of the court without permission.
  • Travel: free, without leave.
  • Ability cap: Grand Mastery.

Tier 5 · High Lord / High Lady

One per court. The court's power chose them, and the court must live with it.

  • Claimable at launch: see Claims.
  • Slots: as an Emissary, plus the Court Power slot (see Abilities).
  • Authority: final word on the court's decisions; assigns missions, promotes, appoints the Inner Circle, issues writs of passage.
  • Permanence: after 3 months of play the title is permanent. A ruler who steps down remains "the former High Lord" for life.
  • Ability cap: Grand Mastery.

Courtless ladder

Reputation classes, earned with Renown.

  • Wanderer (Tier 1): as Sworn, without court training.
  • C-Class (Tier 2) · 10 Renown: as a Courtier.
  • B-Class (Tier 2) · 15 Renown: 3 slots, with a primary of up to High Adept.
  • A-Class (Tier 3) · 25 Renown: as an Emissary.

Outlaw bounty classes

An outlaw's former rank is stripped. They are ranked by Bounty (Renown, Bounty & Marks) instead, and every court keeps their name.

  • Petty (Tier 1): 5 Bounty or less.
  • Notable (Tier 2): 6 Bounty.
  • Dangerous (Tier 2): 15 Bounty.
  • Infamous (Tier 3): 25 Bounty.
  • Dread (Tier 4): 40 Bounty. Dread outlaws are a threat to all Prythian; every court shares what it knows of them.

An outlaw keeps the slots they had. Recognized outlaws are always death-enabled (see Combat).

Titles

Titles stack with rank.

  • @House Head · 30 Renown: leads a house (see Abilities).
  • @Master: owns an Academy and teaches a signature art (see Market).
  • Lord or Lady of a Keep: owns a Keep and rules its holding (see Market).
  • @Shard-bearer: holds a Cauldron Shard (see Sagas).