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.