0 Set out
Advancement Package · Bubble 2.6

Hearth and Road

13,000 Experience. Requires the [Influence] advancement drawback, below.

Your Hearth is your home and your clinic.

This is an advancement package. It bolts onto any class and changes how you level.

Your Hearth. Name the traveling community you keep, with your GM — a hospital on the march, a pilgrim column, a wandering fair. Every rule below that says your Hearth means it. (Default: a caravan — wagons, stock, and the road between settlements.)

The toll

Advancement: Influence

To level, you must leave communities better able to hold themselves together. Whenever you help a community, faction, or kingdom in a way that outlasts the aid itself, you earn one count of [Influence] — founding a trade agreement, mentoring a leader, rebuilding what was broken, uniting rivals under one goal. Your GM sets how many counts each level demands alongside its normal requirements. (Suggested floor: one count per level. If an arc offers no opportunity to earn one — a dungeon, a wilderness crossing, a sea voyage — the debt banks: you level normally and owe the count, and cannot rise a further level until the ledger clears.)

You begin play with Accord and your Hearth. Three Accord Points are credited to your ledger and to your pool, so you begin at Tier 1 with 3 AP to spend.

Accord

Accord

Accord is the trust and cooperation you build in communities, factions, and regions. Accord Points (AP) are its currency.

The ledger and the pool. Accord Tiers key off the total AP you have ever earned. Spending draws from your current pool. Spending never lowers your tier.

The Hearth. You own it: what carries it, its stock, and 20 non-combatants plus 10 per Accord Tier — healers, teachers, crafters, and the people who move it. It travels 24 miles a day on a road and cannot enter a dungeon or any space it could not be brought through. Its market size is set by your Accord Tier, below. If it is destroyed, scattered, or seized, you lose Hearth-keyed benefits until you spend 3 AP and one week raising it again from the people of any settlement you have aided. The rebuild succeeds.

The books

Earning Accord Points

  • 1 AP — healing or teaching a small group, resolving a minor dispute, aiding a single settlement in crisis.
  • 3 AP — solving a regional issue, founding an infrastructure project, forging an alliance between factions.
  • 5 AP — leading an effort that unites regions, resolves a long-standing conflict, or establishes a lasting peace.
  • 1 AP — baseline. At the end of each adventure you gain 1 AP. This credits your pool only — it never credits your ledger and never advances your Accord Tier.

Spending Accord Points

  • 1 AP — a message reaches anyone in a region you have aided within a day, and an answer comes back; a door opens that was closed to you, a guildhall, a war council, a sealed archive; or a hostile crowd stands down long enough to hear you out.
  • 3 AP — raise a work in days instead of months (a bridge, a clinic, a palisade) through mobilized volunteers; broker a truce sitting between two feuding factions; move a threatened community out of harm's way along your routes.
  • 5 AP — mobilize a region (an evacuation, a harvest, a muster); found an annex — a fixed branch of your Hearth whose infirmary and long-term care work as your Hearth's do in your absence.
Milestones

On milestones

A Major Milestone is any single act that changes the standing of a community, faction, or region in a way that outlasts the arc it happened in — the same standard as a count of [Influence]. Any 3 AP or 5 AP deed is one by default. At Tiers 2 and 3, a character who has earned twice the listed lifetime AP meets the narrative gate automatically. Tiers 4 and 5 require the deed itself.

The route

Accord Tiers

Lifetime AP · each gate is given in full at its own stage
I Stage one

Tier 1 — Foundation

(1 AP).

You begin by earning the trust of small communities.

II Stage two

Tier 2 — Influence

(5 AP, and a Major Milestone completed).

Your Hearth draws trade wherever it stops.

III Stage three

Tier 3 — Leadership

(15 AP, and a milestone affecting a region).

Factions begin to align with your ideals.

IV Stage four

Tier 4 — Dominion

(30 AP, and multiple factions unified or a region transformed).

Entire regions rely on your guidance.

V Stage five

Tier 5 — Legacy

(50 AP, and the fate of a kingdom or nation changed).

Nations move when you ask.

The load
Conditions of carriageWhat the wagons hold

The weekly supply. The weekly supply may be taken as alchemical and consumable goods, as masterwork gear, or as ordinary provisions and materials; unspent supply banks for up to four weeks and no longer. No more than 100 gp per level each week may be taken as alchemical or consumable goods usable in a fight. It cannot be converted to coin or sold, and it cannot supply the material cost of magic item creation.

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