Days of Gold Class Reference

The Lord

Property, retainers, money, delegation, hospitality, and patronage.

Class Signature

Household & House Account

Starting Information

Starting Gold
50 gp
Recommended Primary Stat
Presence
Connections
2
Class Signature
Household & House Account
Starting Gear

Fine outfit, dagger (2 Harm), signet ring, riding horse, and access to your Household.

Fortune

When you spend at least 90% of your House Account in a session, the GM gains 1 Fortune to later turn the world in the characters' favor.

Regional Knowledge

Inner Cities. You know how to move through and read inner cities: noble wards, palaces, castles, courts, embassies, council chambers, high markets, guildhalls, academies, and walled estates.

When your Regional Knowledge applies to Journey or Get the Lay of the Land, choose 1 additional option or question, regardless of the result of the roll.

Class Signature

Household

Base Household: 4 Household Guards; Reputation 0 with the settlement where your home is located; a Wealthy home that feeds and houses you and your guests for free.

Your Household continues to operate while you travel. Distance may slow messages or keep a particular retainer out of the current scene, but it never suspends your House Account, ownership, or authority. When you return, the place has continued to live rather than waiting in storage.

Household Guards begin at Loyalty 2 and use Guard statistics: 3 Wounds, Armor 1, 3 Harm, and Quality +1 when fighting as a battalion. Their wages are included. They obey routine orders without a roll. At the start of each session, 1 slain Household Guard is replaced.

Choose 3 Advantages and 2 Burdens.

Household Advantages

  • Prosperous Holdings

    Increase your House Account by 100 gp each session.

  • Large Retinue

    Gain 6 additional Household Guards.

  • Veteran Guard

    Increase your Household Guards' battalion Quality by +1, to a maximum of +2.

  • Ready Replacements

    At the start of each session, 2 slain Household Guards are replaced.

  • Fortified Seat

    Your home has walls, gates, defensive positions, or similar fortifications. Household Guards defending it gain +1 Armor.

  • Household Armory

    Your Household maintains a substantial stock of ordinary weapons, armor, shields, and military supplies. You and your Household Guards may freely equip yourselves from it while at home. Lost mundane equipment is replaced when you return.

  • Fine Stables

    Your Household maintains trained mounts. You have access to riding horses for yourself and your Household Guards whenever you leave home with them.

  • Household Specialists

    Choose two: healer, smith, scribe, lawyer, animal handler, translator, scout, or master craftsperson. Your Household permanently employs them, and their ordinary services cost you nothing.

  • Increased Security

    Your home is protected by 6 additional Household Guards. They cannot leave your home's property.

Household Burdens

  • Thinly Guarded

    Begin with 2 fewer Household Guards.

  • Modest Household

    Your home provides Common Lifestyle instead of Wealthy.

  • Fragile Finances

    Reduce your House Account by 100 gp each session.

  • Slow Recruitment

    At the start of every second session, 1 slain Household Guard is replaced.

  • Unruly Neighborhood

    Your neighborhood where your home lies is dangerous due to thieves, monsters, or otherwise. Left undefended, your home may often suffer attacks that can kill your Household Guards, damage your home, or steal from your House Account.

  • Poorly Defended

    Your home lacks serious defensive works. When enemies attack it directly, they have an obvious way inside unless your people actively prevent it.

  • Dependent Holdings

    Your Household relies heavily on one outside supplier, trade route, patron, resource, or nearby community. If that dependency is disrupted, reduce your House Account by 100 gp each session until it is restored.

  • Upheld Alliance

    Your success is with the help of another Lord. While they are your ally, this Lord may call upon you for help or assistance in their personal matters. Ignoring this Lord for too long reduces your House Account by 150 gp until you fix your relationship or find a new alliance.

Free Perk

Begins in play

House Account

At the start of each session, refresh your House Account to 250 gp, modified by Household choices and perks. Spend it at full listed or agreed prices on goods, property, noncombat services and wages, bribes, commissions, travel, logistics, or payments to other PCs for concrete work. You may combine it with personal gold. It cannot be banked, converted directly into personal gold, or used to purchase Class Perks. If you sell something bought with House Account, the proceeds return to the current House Account rather than your purse. Unspent House Account expires at the end of the session. The House Account cannot be used to hire or pay the ongoing wages of armed followers, mercenaries, Guards, Veteran Guards, or other combat hirelings that could form or contribute to a battalion. These must be paid from the character’s personal Gold. The House Account can pay for appropriate noncombat household expenses and services, including servants, porters, scribes, translators, animal handlers, entertainers, craftspeople, guides, couriers, lawyers, and other reasonable noncombat services.

Class Perks

Choose 2 at character creation. Each unchosen Class Perk can later be purchased for 2,000 gp.

  1. Patron

    When you pay another PC at least 100 gp to pursue a concrete objective, they can use your Presence or Wits Stat if it's higher and also gain +1 ongoing while working on completing your objective.

  2. People Person

    Once per session, if you fail a Presence roll, you can roll again and choose between the results of both rolls. When you successfully Sway Someone, the GM gains 1 Fortune.

  3. Commanding Presence

    When you Test Loyalty and roll a 7-9, the result becomes a 10+ instead. The GM does not gain Dread on a 6- Test Loyalty roll.

  4. Captain of the House

    Gain a named House Captain at Loyalty 3: 5 Wounds, Armor 2, 3 Harm. You Detail. Their wages are included. At the beginning of the session, you can recruit a different Captain by spending 100 gp out of your personal funds at any populated city or town.

  5. Well Respected

    Your Reputation is always 1 higher to any person or faction that is not hostile to you. Guards of cities, towns, villages, and other similar populated areas are more likely to take your side and keep you safe from harm.

  6. Royal Treatment

    When you arrive somewhere your status is recognized, which it often is, especially in cities, you can expect appropriate lodging, food, hospitality, and basic assistance without having to pay for it.

  7. You Wouldn't Dare

    Once per session, when someone who understands your status is about to openly attack, arrest, rob, or seriously harm you, remind them who you are and roll +Presence. On a 10+, they hesitate, back down, or demand terms instead. On a 7-9, they hesitate long enough for you or your allies to act first. On a 6-, they proceed.

  8. Lavish Host

    When a guest begins the session at your home and uses your Household for food, rest, and lodging, they choose one Stat. They gain +1 ongoing to that Stat until the end of the session.

  9. Call the Banners

    Once per session, while in a populated place where your influence could plausibly reach local retainers, supporters, tenants, or hired arms, call together 6 temporary fighters. They form a Small battalion with 3 Harm, 1 Armor, and Quality +0. They remain until the immediate task or danger is resolved, then disperse.

  10. Train a Stat

    Repeatable, maximum twice. Increase any one Stat by +1. A Stat cannot exceed +4.

History Questions

After creating your character, ask the table each question one at a time. Any other player may answer by volunteering their character. Briefly establish what happened and what the relationship looks like now. If no player answers, the GM fills the role with an NPC instead. You may reject a GM-created answer and ask for another, but you cannot veto another player's decision to be involved.

  1. Who is your rival, or someone who wants you gone?
  2. Who has been welcomed into your home as if they were family?
  3. Who helped your House through a difficult time?