Allies

Allies are earned through hardship, loyalty, service, reputation, and trust.

An ally is not a resource.

An ally is a living person with their own:

  • Ambitions

  • Fears

  • Loyalties

  • Obligations

They help because the bond matters, because your interests align, or because they believe the risk is worth taking.

Break that trust, and the bond weakens.

Break it badly enough, and the bond ends.

Earning Loyalty

Most relationships begin as Friends.

Trust grows through:

  • Kept promises

  • Shared danger

  • Protection of their interests

  • Honesty and reliability

  • Service to a common cause

Loyalty is built over time.

It is not won with a single roll.

Asking for Aid

When asking an ally for meaningful aid, roll only if the outcome is uncertain.

If the request is simple, reasonable, and clearly within the bond, no roll is needed.

If the request violates the ally’s values, duties, or survival, no roll may be enough.

When a roll is needed, use:

d20 + CHA modifier

A relevant Skill, Background, Ancestry, Order, or Life Event may grant a Boon if it meaningfully supports the request.

The ally’s tier sets the DC.

Ally Tiers

Tier

DC

Trust

What They Offer

Limits

Friend

10

Positive regard

Rumors, small favors, basic hospitality

Will not risk life, livelihood, family, or status

Companion

8

Proven bond

Reliable aid, moderate risk, travel, shared danger

Expects loyalty in return

Confidant

6

Deep trust

Secrets, dangerous aid, action on your behalf, meaningful risk

Has limits, but they are high

A Boon may apply when the request aligns with the ally’s interests, oaths, faith, order, debts, or past promises.

A Bane may apply when the request is dangerous, costly, shameful, suspicious, or against their obligations.


Friend

A Friend thinks well of you.

A Friend may:

  • Share rumors or limited information

  • Offer small favors

  • Provide hospitality when possible

  • Speak well of you to others

A Friend will not risk their life, livelihood, family, or standing without stronger cause.

They will not join dangerous ventures simply because they like you.

Companion

A Companion has a proven bond.

A Companion may:

  • Share reliable information

  • Take moderate personal risks

  • Travel with you for a time

  • Join a quest if interests align

  • Stand beside you when the danger is reasonable

A Companion expects loyalty in return.

Neglect, betrayal, or reckless demands may reduce them to a Friend, or worse.

Confidant

A Confidant is rare and hard-won.

A Confidant may:

  • Share sensitive or dangerous knowledge

  • Risk reputation, wealth, or personal safety

  • Act on your behalf in your absence

  • Defend you at meaningful cost

  • Keep secrets that would harm them if revealed

Even a Confidant has limits.

Those limits are high, but they exist.



Changing Loyalty

Allies are not fixed.

Their loyalty may shift if:

  • Their interests are threatened

  • Their trust is betrayed

  • Their circumstances change

  • The characters keep or break promises

  • The ally suffers because of the relationship

  • A rival offers something stronger

  • The characters act against the ally’s values, kin, faith, or order

The Referee may raise or lower an ally’s tier based on the fiction.

No roll is needed when the fiction is clear.

Orders and Allegiance

Orders shape trust, duty, and first impressions.

Members of the same Order usually begin as Friends, unless there is reason otherwise.

Shared oaths create trust, but not blind loyalty.

Rival Orders may begin Guarded, Opposed, or Hostile, depending on history and circumstance.

Within an Order:

  • Trust is easier to earn

  • Initial disposition may improve

  • A relevant request may gain a Boon

  • Some aid may be expected as duty

If a character is cast out, exiled, disgraced, or declared oathbreaker:

  • Friends may become Guarded

  • Companions may demand explanation

  • Confidants may be forced to choose sides

  • Allies within the Order may turn distant

  • Former allies may become enemies

Loyalty is expected.

And tested.

Referee Guidance

Allies are living people, not assets.

Use allies to:

  • Reflect the world

  • Create support and tension

  • Reinforce consequences

  • Show reputation in motion

  • Make past choices matter

Allies have lives beyond the party.

They may ask for help, bring trouble, refuse danger, make mistakes, or need rescue.

The world moves even when the characters are elsewhere.


Principle

Allies help because the bond matters.

A roll may decide hesitation.

The fiction decides loyalty.