RTR: Imperium Surrectum
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Natural PhilosopherNaval Blockade ExpertNaval Infantry OfficerNavigatorNavigator (Navigator2)NecromancerNegotiatorNetworkerNicanderNoble SteedNomad TurncoatNomarchNomarch (Nomarch2)Nomarch (Nomarch3)Nomarch (Nomarch4)Nosy MotherNumidian PrinceNumismatist

Retinue: N

Main campaignRIS Classic

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18 retinue members whose name begins with N. A · B · C · D · E · F · G · H · I · J · K · L · M · N · O · P · Q · R · S · T · U · V · W · X · Y · Z

Natural Philosopher

never for 14 of the cultures.

Effects: +1 Management, +10 Construction, -1 Command

Natural curiosity about how the world works can often be of great use to a patron.

Acquisition is tied to traits: Understands Natural Philosophy, Cultured.

Cultures that never receive it (14)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian

How it is gained: ending a turn in a settlement
WhenChanceConditionsWhenChanceConditions
ending a turn in a settlement3%is a general · over 90% of his movement left · the settlement has Great Academy (Civic) · has Understands Natural Philosophyending a turn in a settlement3%is a general · over 90% of his movement left · the settlement has Great Academy (Civic) · has Cultured at level 3 or higher

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never alongside Seamaster.

Effects: +1 Command

This man is considered an expert in blockading ports and keeping cities out of food. The local fishermen and merchants have grown to hate the sight of his fleet just as much.

Acquisition is tied to the trait: Junior Admiral.

How it is gained: at the end of the character's turn
WhenChanceConditions
at the end of the character's turn2%is an admiral · has Junior Admiral at level 4 or higher · ended the turn in an enemy's zone of control

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never alongside Crew Specialist.

Effects: +1 Command

The professional in charge of the naval infantry in this fleet. He coordinates and personally leads boarding actions against key enemy vessels.

Acquisition is tied to the trait: Junior Admiral.

How it is gained: after a battle
WhenChanceConditions
after a battle5%is an admiral · won the battle · has Junior Admiral at level 3 or higher

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never alongside Navigator, Crew Specialist · never for 7 of the cultures.

Effects: +1 Command, +1 Line of Sight

To know the seas, the tides and the stars takes years. To know them well can take a lifetime.

Acquisition is tied to the trait: Junior Admiral.

Cultures that never receive it (7)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian

How it is gained: at the end of the character's turn, when the admiral is appointed
WhenChanceConditionsWhenChanceConditions
at the end of the character's turn5%under 40% of his movement left · has Junior Admiral at level 4 or higher · is an admiralwhen the admiral is appointed1%the settlement has Awesome Temple or better

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never alongside Navigator, Crew Specialist · never for 7 of the cultures.

Effects: +1 Command, +1 Line of Sight

This navigator scouts far horizons before others even notice the waves, he knows every rock, cove, and beach as if he'd spent his youth mapping them. In truth, he probably has.

Acquisition is tied to the trait: Junior Admiral.

Cultures that never receive it (7)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian

How it is gained: at the end of the character's turn
WhenChanceConditions
at the end of the character's turn5%under 40% of his movement left · has Junior Admiral at level 4 or higher · is an admiral

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Necromancer

never alongside Master of Assassins, Mysterious “Physician” · never for 3 of the cultures.

Effects: +4 Unrest, +2 Personal Security, +2 Public Security, -1 Loyalty

This man is a black magic user who has contacted and forced lost souls to work for his unscrupulous plans. Perhaps he may serve a purpose.

Cultures that never receive it (3)

Phoenician · Libyan · Roman

Granted by events.

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Negotiator

never alongside Senior Envoy, Civilized Emissary · never for 9 of the cultures.

Effects: +10 Trading

This skilled negotiator can turn a bad deal into a good one and a good deal into an excellent one. With him at your side, you’ll never leave the negotiation table empty-handed.

Cultures that never receive it (9)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Egyptian · Ethiopian · Roman

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement2%over 90% of his movement left · the settlement has Forum or better · does not belong to Antigonid Kingdom · does not belong to Greek City States · does not belong to Sparta · does not belong to Pergamon

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Networker

never for 7 of the cultures.

Effects: +1 Subterfuge

"Who would suspect such a man...!"

Cultures that never receive it (7)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian

How it is gained: on an assassination mission
WhenChanceConditions
on an assassination mission9%the mission succeeded · is an assassin

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Nicander

unique (one in the world at a time) · never for 16 of the cultures.

Effects: +2 Fertility, +2 Health, +20 Battle Surgery

A learned Physician and wise Priest of Apollo. He has great knowledge of the body, poisons and much of the world we inhabit. His poem on "Antidotes to the Bites of Wild Creatures" is rather dull though.

Acquisition is tied to traits: Healthy, Rational Beliefs, Faithless, Irreverent.

Cultures that never receive it (16)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman

How it is gained: at the end of the character's turn
WhenChanceConditionsWhenChanceConditions
at the end of the character's turn20%ended the turn in a settlement · over 90% of his movement left · the settlement has Physician's Clinics (Healing) or better · from turn 442 on · before turn 644 · has Healthy · does not have Faithless · has less than level 2 of Rational Beliefs · does not have Irreverentat the end of the character's turn20%ended the turn in a settlement · over 90% of his movement left · the settlement has Physician's Clinics (Healing) or better · from turn 442 on · before turn 644 · has Healthy · does not have Faithless · has less than level 2 of Rational Beliefs · does not have Irreverent

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Noble Steed

never alongside Trusty Steed, Senatorial Horse, Eqvvs Pvblicvs.

Effects: +1 Cavalry Command, -1 Infantry Command, +1 Influence

"Did you hear that? He called me a noble steed! I'm a steed!" Such a noble mount is an inspiration!

Acquisition is tied to the trait: Skilled Cavalry Commander.

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement1%is a general · over 90% of his movement left · has Skilled Cavalry Commander at level 2 or higher

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Nomad Turncoat

never for 1 of the cultures.

Effects: +1 Combat vs Scythian

Some men are willing to turn against their own kind for all sorts of reasons.

Cultures that never receive it (1)

Scythian

How it is gained: after a battle
WhenChanceConditions
after a battle8%won the battle · killed at least 40% of the enemy · fought a faction of Scythian culture · is a general

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Nomarch

never alongside Nomarch, Nomarch, Nomarch · never for 17 of the cultures.

Effects: +1 Management, +1 Negotiation

Nomarch is an appointed governor who holds authority over the administrative division called the "Nome" in Ptolemaic Egypt.

Acquisition is tied to the trait: Rebellious.

Cultures that never receive it (17)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Roman · Greek · Western Hellenistic · Eastern Hellenistic

How it is gained: at the end of the character's turn
WhenChanceConditions
at the end of the character's turn10%belongs to Ptolemaic Empire · is a general · is not the faction heir · is not the faction leader · Management above 2 · Ptolemaic Empire holds above 15 settlements · no one in his faction has Nomarch · has Rebellious at level 6 or higher

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Nomarch (Nomarch2)

never alongside Nomarch, Nomarch, Nomarch · never for 17 of the cultures.

Effects: +1 Management, +1 Negotiation

Nomarch is an appointed governor who holds authority over the administrative division called the "Nome" in Ptolemaic Egypt.

Acquisition is tied to the trait: Rebellious.

Cultures that never receive it (17)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Roman · Greek · Western Hellenistic · Eastern Hellenistic

How it is gained: at the end of the character's turn
WhenChanceConditions
at the end of the character's turn40%belongs to Ptolemaic Empire · is a general · is not the faction heir · is not the faction leader · Management above 2 · Ptolemaic Empire holds above 30 settlements · no one in his faction has Nomarch · has Rebellious at level 6 or higher

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Nomarch (Nomarch3)

never alongside Nomarch, Nomarch, Nomarch · never for 17 of the cultures.

Effects: +1 Management, +1 Negotiation

Nomarch is an appointed governor who holds authority over the administrative division called the "Nome" in Ptolemaic Egypt.

Acquisition is tied to the trait: Rebellious.

Cultures that never receive it (17)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Roman · Greek · Western Hellenistic · Eastern Hellenistic

How it is gained: at the end of the character's turn
WhenChanceConditions
at the end of the character's turn10%belongs to Ptolemaic Empire · is a general · is not the faction heir · is not the faction leader · Management above 2 · Ptolemaic Empire holds above 45 settlements · no one in his faction has Nomarch · has Rebellious at level 6 or higher

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Nomarch (Nomarch4)

never alongside Nomarch, Nomarch, Nomarch · never for 17 of the cultures.

Effects: +1 Management, +1 Negotiation

Nomarch is an appointed governor who holds authority over the administrative division called the "Nome" in Ptolemaic Egypt.

Acquisition is tied to the trait: Rebellious.

Cultures that never receive it (17)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Roman · Greek · Western Hellenistic · Eastern Hellenistic

How it is gained: at the end of the character's turn
WhenChanceConditions
at the end of the character's turn10%belongs to Ptolemaic Empire · is a general · is not the faction heir · is not the faction leader · Management above 2 · Ptolemaic Empire holds above 60 settlements · no one in his faction has Nomarch · has Rebellious at level 6 or higher

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Nosy Mother

never alongside Overbearing Mother, Elderly Spinster "Aunt" · never for 15 of the cultures.

Effects: -1 Influence

When there's a spy in the household, it's hard to keep any secrets. Especially when that spy is Mother.

Acquisition is tied to the trait: Strict Governor.

Cultures that never receive it (15)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian

How it is gained: on coming of age
WhenChanceConditions
on coming of age3%his father has Strict Governor

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Numidian Prince

never alongside Massaesylian Noble, Sacred Band Captain, Massylian Noble · never for 18 of the cultures.

Effects: +1 Cavalry Command, +1 Influence

This Numidian prince has arrived with his cavalry, a force that can defeat almost anything. He’s spent his life commanding men on horseback and is exactly who you need on your side.

Acquisition is tied to traits: Libyan Culture, Skilled Cavalry Commander.

Cultures that never receive it (18)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Western Hellenistic · Eastern Hellenistic · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Illyrian

How it is gained: when a unit is trained in the governed city
WhenChanceConditionsWhenChanceConditions
when a unit is trained in the governed city1%the unit trained is cavalry · has Libyan Culture · from a Carthaginian-group faction · is a generalwhen a unit is trained in the governed city2%the unit trained is cavalry · has Skilled Cavalry Commander · from a Carthaginian-group faction · is a general

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Numismatist

never for 5 of the cultures.

Effects: +10 Trading

Coinage carries the symbols and the names of the powerful. No man can buy or sell without realising who his overlord is.

Acquisition is tied to traits: Mints New Coins, Educated in Carthage, Apprentice Trader.

Cultures that never receive it (5)

Gallic · Germanic · Celtiberian · Brittonic · Scythian

How it is gained: ending a turn in a settlement, on coming of age
WhenChanceConditionsWhenChanceConditionsWhenChanceConditionsWhenChanceConditions
ending a turn in a settlement1%over 90% of his movement left · the settlement has Large Forum or better · has Apprentice Trader at level 2 or higher (plus hidden conditions)ending a turn in a settlement1%has Mints New Coins · over 90% of his movement left · the settlement has Large Forum or better (plus hidden conditions)ending a turn in a settlement1%over 90% of his movement left · the settlement has Treasury or better (plus hidden conditions)ending a turn in a settlement1%over 90% of his movement left · the settlement has State Mint (Civic) (plus hidden conditions)
ending a turn in a settlement2%is a general · over 90% of his movement left · the settlement has Treasury or better · the settlement has Forum or better · 10% chanceon coming of age10%has Educated in Carthage at level 1 · 10% chance