A character may have up to three allegiances, listed in order from most important to least important. These allegiances are indications of what the character values in life and may encompass people, organisations or ideals. A character may have no allegiances, being either a free spirit or a lone wolf, or may change allegiances as he goes through life. Also, just because a character fits into a certain category of people does not mean he has to have that category as an allegiance.

If a character acts in a way that is detrimental to his allegiance, the Games Master may choose to strip the character of that allegiance and all its benefits and assign an allegiance more suitable to those actions.

Pledging Allegiance

A character’s allegiance can take the form of loyalty to a person, an organisation, a belief system or a nation.

In general, a character can discard an allegiance at any time but may only gain a new allegiance after attaining a new level. However, a character who also has a code of honour (see above) may gain a new allegiance at any time, subject to the Games Master’s veto. This reflects the inherent trustworthiness of a character with a code of honour. Characters with codes of honour may also find it difficult to discard their allegiances without losing their honour, though, so they should select allegiances with care. Having an allegiance implies having sufficient intelligence and wisdom to make a moral or ethical choice. As a result, a character must have Intelligence and Wisdom scores of three or higher in order to select allegiances.

Allegiances include but are not limited to the following:

Person or Group: This includes a leader or superior, a family, a group of linked individuals such as a band of adventurers or a discrete unit within a larger organisation, such as members of the character’s watch on a ship or individuals for whose safety the character is responsible.

Organisation: This may be a secret society, a caravan train, a pirate ship or brotherhood, a local temple, a city, a guild, a mercenary company, an employer or an otherwise established authority.

Nation: This may or may not be the nation in which the hero currently resides. It may be where the individual was born or where the hero resides after emigrating to a new home.

Religion: This is always a particular faith or religion, though it need not necessarily be limited to one god. For example, a Pictish shaman is more likely to have allegiance to all the multitudinous deities and obscure spirits of his pantheon, rather than to just one particular entity. Conversely, most sorcerers make pacts with specific demons or dark gods.

Allegiances and Influence

An allegiance can create an empathic bond with others of the same allegiance. With the Games Master’s permission, the character gains a +2 circumstance bonus on Charismabased skill checks when dealing with someone of the same allegiance, so long as the character concerned has had some interaction with the other character, allowing the connections to be discovered and thus bring the bonus into play.


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