The Court

Your court holds up to five heroes. Offers arrive on their own schedule and leave within a few seasons. A level 2 hire costs half again as much. Every hero draws a wage each season: the class rate plus 2 gold per level.

Champion
Champion hire ~120 gold · wage 8+

Starts at might 4 · lore 0 · guile 1 · leadership 3. Grows fastest in might, then leadership.

A battlefield legend in the making. Leads armies hard and hits harder.

Magus
Magus hire ~140 gold · wage 9+

Starts at might 1 · lore 4 · guile 1 · leadership 1. Grows fastest in lore, then guile.

A wielder of Emberlight. Casts in battle, kindles your reserves, unravels the arcane on quests.

Warden
Warden hire ~100 gold · wage 7+

Starts at might 2 · lore 1 · guile 3 · leadership 2. Grows fastest in guile, then leadership.

A pathfinder and huntmaster. Strong on quests, steady in command, at home in wild country.

Shade
Shade hire ~110 gold · wage 8+

Starts at might 2 · lore 1 · guile 4 · leadership 0. Grows fastest in guile, then might.

A professional of the quiet arts. Unmatched on dangerous quests; heroes of this kind die old or famous, rarely both.

What the four stats do

Might. Fighting strength in battle, and the stat for blade-work quests.

Lore. The stat for arcane quests. The Saga leans on it hard.

Guile. The stat for quiet quests, and a friend on most others.

Leadership. The army a hero leads fights +2% per point, up to +30%. Only your best leader counts.

Growing

Experience comes from battles and quests. Reaching the next level takes 63 experience at level 1 and 28 more for each level after; the cap is level 10. Each level grants two stat points, drawn toward the hero's calling.

At levels 3, 5, 7, 9 the hero chooses one of two arts, permanently. The choices come from their class:

Champion arts

Duelist. +2 might.

Iron Banner. The army this hero leads fights +6%.

Scarred Veteran. 15% less likely to die of wounds.

Voice of Command. +2 leadership.

Giant's Wager. +3 might, but −1 order where they stand: glory is loud.

Standard-Bearer of the Age. +1 leadership; +20% experience.

Magus arts

Ember Scholar. +2 lore.

Kindled Veins. +2 Emberlight each season.

Frugal Rites. Your spells cost 15% less while this hero lives.

War-Wizard. +1 might; the army they march with fights +5%.

Far-Seer. +1 guile, +2 to quest rolls.

Ashen Pact. +3 lore, but slightly likelier to die of wounds: the pact collects.

Warden arts

Pathfinder. +3 to quest rolls.

Hunter's Eye. +1 might, +1 guile.

Wild Tongue. +1 leadership; +1 order where they stand.

Grey Cloak. +1 guile; 15% less likely to die of wounds.

Beast-Friend. Army +4%; +1 to quest rolls.

Keeper of Old Roads. +2 leadership; +15% experience.

Shade arts

Knife in the Smile. +2 guile.

Second Shadow. 20% less likely to die of wounds.

Poisoned Ledger. +1 guile, +2 to quest rolls.

Night Tutor. +30% experience.

Terror by Candlelight. Army +5%, but −1 order where they stand.

Faceless. +3 guile, −1 leadership: hard to follow what you cannot describe.

Wounds and worse

A wounded hero mends at home, one season at a time. Death looks for heroes in lost battles, in routed armies, and at the bloody end of failed quests. A death-save (from arts or armor) subtracts straight from death’s chance. The dead return their artifacts to your vault and their names to the chronicle.