In development · 4 min read

From wanderer to ruler

This article's status describes its scope. See development status for current limits.

A personal adventure can become service, command, an office, or a realm. The ambition is one continuous campaign across those scales.

Choose what matters to your character#

Exploration and personal survival are part of a world that also contains institutions, armies, and courts. You can care about a person, a profession, a cause, a faction, or a place. Political and military play extend that world into questions of loyalty, responsibility, and authority. Becoming powerful is one possible ambition among many.

Find a place among institutions#

The progression direction includes joining a realm, guild, criminal organization, or another institution through its own rules. Useful service can build relationships and standing, opening opportunities for sponsorship, appointments, leadership, or a holding. Different cultures and organizations have different traditions; influence comes with obligations as well as access.

Reputation has an audience#

The design separates personal trust, faction standing, public renown, and infamy. Protecting a person, serving a faction, or becoming feared can matter to different audiences in different ways. Known deeds provide the foundation for recognition. A successful conversation works within a situation where someone has actual reasons to support or oppose you.

Command a force in a larger war#

Armies belong to the same territorial and political world as the settlements they fight over. Military play brings together recruitment, leadership, formations, cohesion, terrain, and casualties. Money, loyalty, authority, and logistics matter alongside individual prowess. A victory can change the position of a realm; a defeat can change both its resources and its future.

Rule among other rulers#

Ruler play places a character inside a world of other powers. Treasuries, territory, vassals, claims, council offices, legitimacy, and succession give rulership its pressures. An office connects you to a continuing institution; other rulers and ambitious people keep pursuing their own interests. The realm has a history before your reign and can have one after it.

Dynasties and succession#

Family, title claims, cultural laws, and competing candidates shape the transfer of power. Succession can keep a house in office, divide a realm under some traditions, or bring another claimant forward. Personal politics matter because the people who inherit, serve, and oppose a ruler are individuals in the simulation.

Gradual necromancy: raising slain NPCs into a company#

Not every necromancer begins by slaughtering a city. With the Death, Dark, or Blood sphere and a permanent undead talent—Undying Legion (Death), Sepulchral Thralldom (Dark), or Crimson Ossuary (Blood)—whenever you kill an NPC or enemy in a dungeon or a town, you can raise their corpse into a permanent skeletal follower (by interacting with the body, casting your sphere ability, or using Raise Fallen Corpses). Just like Mind Control, once you have raised five or more permanent skeletons, they automatically consolidate into an active Undead Company on the campaign map, and every subsequent corpse you raise reinforces that unit.

Necromancer lordship: raising a slaughtered town#

When a caster with permanent skeleton-raising magic slaughters every living resident in a settlement, the Dungeon Master offers a darker path to a throne: spend twenty-four world hours conducting the Great Rite of Reanimation. Every slain resident rises as a mindless skeleton, converting the town into a permanently dark, corruption-fog-shrouded necropolis and granting a skeleton army. Undead settlements have zero natural population growth and severely restricted commerce (reduced labor output and no trade or port bonuses). A necromancer lord cannot recruit living troops—their ranks grow only by raising enemies slain in dungeons, towns, or field battles, or by slaughtering another town. Living powers refuse their fealty and alliances; only vampire courts and fellow necromancer orders can serve as their liege lords or allies, and raising a slaughtered settlement immediately provokes an aggressive Purge Necromancy war from its former living sovereign.

Mind Control thrall hosts#

At Level 10 or higher, a master of the Mind sphere with the Mind Control talent can build an army through dialogue alone. Speaking to any lower-level NPC (whose level is below yours) exposes a Mind Control option that forces a Will save against your Mind sphere DC. On a failed save, the NPC is permanently bound into your thrall roster; once five or more thralls are gathered, they form an active military company under your command. Using unlawful mind control in front of witnesses or repeatedly in the same settlement triggers Unlawful Mind Control crimes, City Watch bounties, guard hostility, and faction reputation loss.

Routes into power in development#

Development paths now include paid service, duties and dispatches, earned holdings, player companies, recruitment, provisions, conquest offers, higher titles, attachment to ruler play, gradual necromancy (raising slain dungeon or town NPCs into an undead company at five or more followers), 24-hour slaughtered-settlement reanimation into an undead necropolis, and Level 10+ Mind Control thrall armies. Ruler-start play also offers a direct route into a reign. Validation, integration, and wider coverage remain ongoing. The grand-strategy guide explains the responsibilities that follow a claim to power.

About this entry

Editorial guide · game overview and development documentation. Website edition: 10 October 2026.

Read the editorial scope →