RTR: Imperium Surrectum
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Fabius PictorFable WeaverFalernian Wine MerchantFamed ChampionFamous AthleteFamous CharioteerFamous WarriorFanaticFather HelmetFinely Bred HorseFirekindler of the Sacred FlamesFishermanFloozyFoodtasterForeign Affairs ScholarForeign Affairs Scholar (Foreign Affair Scholar2)Foreign DignitaryForeign HostageFormer Makedonian SoldierFreeman ClerkFugitivi Romani
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Retinue: F

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21 retinue members whose name begins with F. 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

Fabius Pictor

unique (one in the world at a time) · never for 19 of the cultures.

Effects: +1 Influence

Rome's first annalist of note and grandson of the famous Caius Fabius Pictor who painted the Temple of Salus in Rome. Quintus is well connected with many eminent Roman Senators.

Acquisition is tied to the trait: Firm Personal Morality.

Cultures that never receive it (19)

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

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 Small School (Civic) or better · is a general · from turn 182 on · before turn 444 · has Firm Personal Moralityat the end of the character's turn20%ended the turn in a settlement · over 90% of his movement left · the settlement has Small School (Civic) or better · is a general · from turn 182 on · before turn 444 · has Firm Personal Morality

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Fable Weaver

never alongside Lore Keeper, Corrupt Lawyer, Lawyer · never for 3 of the cultures.

Effects: +1 Management

This storyteller has a tale for every occasion. Need a moral lesson? He’s got one, though the lesson often seems suspiciously tailored to favour whoever’s paying him. Still, his fables have a way of inspiring, or at least keeping people entertained.

Acquisition is tied to traits: Eligible For Feasting, Fluent Speaker.

Cultures that never receive it (3)

Phoenician · Libyan · Roman

How it is gained: ending a turn in a settlement
WhenChanceConditionsWhenChanceConditions
ending a turn in a settlement2%over 90% of his movement left · the settlement has Large Forum or better · has Fluent Speakerending a turn in a settlement1%over 90% of his movement left · the settlement has Large Forum or better · has Eligible For Feasting at level 2 or higher · of Gallic, Celtiberian, Brittonic, Germanic, Dacian or Thracian culture

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Falernian Wine Merchant

Effects: +1 Influence, -1 Unrest, -1 Command

Grown on the volcanic slopes of northern Campania, Falernian wine is the most prestigious, expensive, and intoxicating vintage in the known world, so strong that it can catch fire. This man oversees the general's personal supply, ensuring every amphora is in perfect condition. A glass of white Falernian makes every meal more enjoyable, though it gives you a terrible headache the morning after a party.

Acquisition is tied to traits: Social Drinker, Green, Wealthy.

How it is gained: ending a turn in a settlement
WhenChanceConditionsWhenChanceConditionsWhenChanceConditionsWhenChanceConditions
ending a turn in a settlement1%has Wealthy · 40% chance (plus hidden conditions)ending a turn in a settlement2%in Capua (plus hidden conditions)ending a turn in a settlement5%has Social Drinker · in Capuaending a turn in a settlement2%has Green at level 3 or higher (plus hidden conditions)

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Famed Champion

unique (one in the world at a time) · never alongside Beggar, Guide · never for 7 of the cultures.

Effects: +1 Subterfuge

While others hide behind their shields, this champion challenges his enemies for duels, finding excitment in killing his rivals in plain sight.

Acquisition is tied to the trait: Cutthroat.

Cultures that never receive it (7)

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

How it is gained: on surviving an assassination attempt
WhenChanceConditions
on surviving an assassination attempt5%over 90% of his movement left · has Cutthroat at level 3 or higher · is an assassin

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Famous Athlete

never for 14 of the cultures.

Effects: +1 Influence

He can run faster than the wind, jump higher than a horse, and throw a javelin farther than most can dream! He’s famous, he’s fit, and he brings you glory just by standing next to you, until he finds a better patron, of course.

Cultures that never receive it (14)

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

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement1%is a general · the settlement has Wooden Arena (Leisure) or better · 6% chance

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Famous Charioteer

never for 20 of the cultures.

Effects: +1 Influence, +1 Training Animal Units

Master of horses and wheels, he speeds through the arenas like Mercury himself. The people cheer for him, the women want him, and the horses… well, they just try to keep up.

Acquisition is tied to the trait: Race Goer.

Cultures that never receive it (20)

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

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement3%has Race Goer · over 90% of his movement left · the settlement has Huge Hippodrome (Leisure)

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Famous Warrior

never alongside Decorated Hero · never for 13 of the cultures.

Effects: +1 Troop Morale, +2 Training Units

The leader who can attract great warriors to his cause increases his own stature in the eyes of the people. His presence certainly boosts your prestige.

Acquisition is tied to traits: Lone Wolf, War Chief.

Cultures that never receive it (13)

Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Greek · Western Hellenistic · Eastern Hellenistic · Roman

How it is gained: after a battle, ending a turn in a settlement
WhenChanceConditionsWhenChanceConditionsWhenChanceConditions
after a battle4%won the battle · killed at least 50% of the enemy · has War Chief at level 2 or higher · is a generalending a turn in a settlement1%has Lone Wolf at level 5 or higher · over 90% of his movement leftending a turn in a settlement2%over 90% of his movement left · the settlement has Barracks and Armoury or better · 10% chance · is a general

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Fanatic

never alongside Apocalyptic Preacher, Zealot, Aramaic Ascetic · never for 14 of the cultures.

Effects: -2 Management, +1 Troop Morale, +2 Unrest

Some people willingly purge this world in order to prepare for the next one.

Acquisition is tied to the trait: Favour of the Gods.

Cultures that never receive it (14)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Egyptian · Ethiopian · Greek · Western Hellenistic · Eastern Hellenistic · Roman · Phoenician · Libyan

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement1%has Favour of the Gods at level 2 or higher · over 90% of his movement left · the settlement has Awesome Temple or better

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Father Helmet

never alongside Royal Bendis Greave · never for 8 of the cultures.

Effects: +1 Influence

After coming of age, this man has received his old father helmet as a gift. He shall wear it with pride!

Cultures that never receive it (8)

Caucasian · Anatolian · Iranian · Arab · Indian · Phoenician · Libyan · Roman

How it is gained: on coming of age
WhenChanceConditions
on coming of age10%is a general · of Thracian culture

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Finely Bred Horse

never alongside Trusty Steed, Senatorial Horse, Blood-Sweating Horse.

Effects: +1 Cavalry Command, +1 Influence, +2 Movement Points

This is a horse of superior qualities that will make his master proud and that his master's peers will regard with knowing appreciation. It will offer great speed and stamina when required, helping his owner in travel and battle and maybe making him even more adept at the use of cavalry in war.

Acquisition is tied to the trait: Skilled Cavalry Commander.

How it is gained: ending a turn in a settlement
WhenChanceConditionsWhenChanceConditionsWhenChanceConditions
ending a turn in a settlement2%is a general · over 90% of his movement left · the settlement has Racing Course (Leisure) or better · the settlement has Forum or better · has Skilled Cavalry Commanderending a turn in a settlement2%Command above 3 · over 90% of his movement left · has Skilled Cavalry Commander at level 2 or higher (plus hidden conditions)ending a turn in a settlement2%Command above 5 · over 90% of his movement left · the settlement has Forum or better · Command above 5

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Firekindler of the Sacred Flames

never alongside Pyrotechnician, Pyromaniac · never for 11 of the cultures.

Effects: -2 Unrest, +5 Bribe Resistance

Taking care of the fires of purification is their sacred duty.

Cultures that never receive it (11)

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

Granted by events.

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Fisherman

never alongside Animal Trader, Beastmaster, Veterinarian.

Effects: -1 Influence, +5 Trading, -1 Squalor

He brings in fresh seafood to feed the masses and brings a distinct smell that drives off dignitaries. Perfect for when you want trade profits but not foreign visitors.

Acquisition is tied to the trait: Considerate Governor.

How it is gained: ending a turn in a settlement, at the end of the character's turn
WhenChanceConditionsWhenChanceConditionsWhenChanceConditions
ending a turn in a settlement2%over 90% of his movement left · the settlement has Trade Port or better · has Considerate Governor · of Gallic, Celtiberian, Brittonic, Germanic, Dacian or Thracian cultureending a turn in a settlement2%over 90% of his movement left · the settlement has Fish Salter (Urban) or better · is a general · of Gallic, Celtiberian, Brittonic, Germanic, Dacian or Thracian cultureat the end of the character's turn2%ended the turn in a settlement · over 90% of his movement left · the settlement has Awesome Temple or better · has Considerate Governor · is a general

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Floozy

never alongside Wailing Woman, Pet Sheep, Concubine · never for 13 of the cultures.

Effects: +1 Troop Morale, -2 Personal Security

Every truly great man deserves the companionship of a cheap floozy at some point in his career!

Acquisition is tied to traits: Untouched By Fear, Casual Adulterer.

Cultures that never receive it (13)

Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Greek · Western Hellenistic · Eastern Hellenistic · Roman

How it is gained: after a battle
WhenChanceConditions
after a battle15%won the battle · has Casual Adulterer · has Untouched By Fear · is a general

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Foodtaster

Effects: +1 Personal Security

Death can come in many forms, and even the dining table requires a guardsman of sorts.

Acquisition is tied to the trait: Scant Trust.

How it is gained: on surviving an assassination attempt, ending a turn in a settlement, at the end of the character's turn
WhenChanceConditionsWhenChanceConditionsWhenChanceConditions
on surviving an assassination attempt3%has Scant Trust · is a generalending a turn in a settlement2%has Scant Trust · over 90% of his movement leftat the end of the character's turn2%ended the turn in a settlement · over 90% of his movement left · the settlement has Barracks and Armoury or better · has Scant Trust · is a general

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Foreign Affairs Scholar

never alongside Scholar Apprentice, Astronomy Scholar, Geography Scholar · never for 9 of the cultures.

Effects: +1 Influence, +2 Line of Sight

Knowledge of foreign people lies in empathy with those people, and this scholar has dedicated himself to this type of knowledge.

Acquisition is tied to traits: Educated in Carthage, Administrator, Welcoming To Foreigners.

Cultures that never receive it (9)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Roman

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 Awesome Temple · has Administrator · belongs to Parni · is a generalending a turn in a settlement1%over 90% of his movement left · the settlement has Awesome Temple or better · has Administrator · belongs to Armenia · is a generalending a turn in a settlement1%over 90% of his movement left · the settlement has Great Academy (Civic) · from a Eastern-group faction · has Welcoming To Foreigners · is a generalending a turn in a settlement1%over 90% of his movement left · the settlement has Mouseion and the Great Library · has Administrator · is a general
on coming of age10%has Educated in Carthage at level 1 · 10% chance

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Foreign Affairs Scholar (Foreign Affair Scholar2)

never for 9 of the cultures.

Effects: +2 Negotiation, +2 Line of Sight, +1 Influence

This scholar has studied the ways of foreign cultures, and his wisdom in dealing with them has saved many a negotiation. He’ll make friends with the barbarians, the Persians, and maybe even the Greeks, if that’s your thing.

Cultures that never receive it (9)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Roman

How it is gained: ending a turn in a settlement
WhenChanceConditionsWhenChanceConditionsWhenChanceConditionsWhenChanceConditions
ending a turn in a settlement1%over 90% of his movement left · the settlement has Awesome Temple · belongs to Parni · is a diplomatending a turn in a settlement1%over 90% of his movement left · the settlement has Awesome Temple or better · belongs to Armenia · is a diplomatending a turn in a settlement1%over 90% of his movement left · the settlement has Great Academy (Civic) · belongs to Ptolemaic Kingdom · is a diplomatending a turn in a settlement2%over 90% of his movement left · the settlement has Mouseion and the Great Library · is a diplomat

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Foreign Dignitary

never alongside Foreign Hostage.

Effects: +1 Negotiation

Foreigners can be trusted, mostly, to do the right thing, but for their own people. They do have a great understanding of foreign customs and protocols, though.

How it is gained: at the end of the character's turn, ending a turn in a settlement
WhenChanceConditionsWhenChanceConditionsWhenChanceConditions
at the end of the character's turn1%in enemy lands · is a diplomatending a turn in a settlement2%over 90% of his movement left · the settlement has Mouseion and the Great Library or better · is a diplomatending a turn in a settlement2%over 90% of his movement left · the settlement has Small School (Civic) or better · is a diplomat

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Foreign Hostage

never alongside Foreign Dignitary.

Effects: +1 Negotiation

This man is hostage to another's good behaviour, but favoured thanks to his own skills and good conduct.

How it is gained: at the end of the character's turn
WhenChanceConditions
at the end of the character's turn1%in enemy lands · is a diplomat

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Former Makedonian Soldier

never alongside Makedonian Noble, Wolf Warrior.

Effects: +1 Command

When the Gauls marched their force through Thrace, after having killed the Macedonian king, most soldiers withdrew from their posts, but some remained, selling their expertise to the petty Thracian warlords that emerged after the fall of Macedonian rule over the Thracian interior.

Acquisition is tied to traits: Lone Wolf, Green.

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement1%has Green at level 3 or higher · has Lone Wolf at level 4 or higher · of Thracian culture · before turn 164 · Influence above 2

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Freeman Clerk

never alongside Scribe Steward.

Effects: +1 Management, +10 Trading

While you command armies, this clerk ensures you have the funds to keep the soldiers loyal to you.

Acquisition is tied to the trait: Administrator.

How it is gained: ending a turn in a settlement, at the end of the character's turn
WhenChanceConditionsWhenChanceConditionsWhenChanceConditions
ending a turn in a settlement4%is a general · over 90% of his movement left · the settlement has Small School (Civic) or betterending a turn in a settlement3%has Administrator · over 90% of his movement left · the settlement has State Mint (Civic)at the end of the character's turn2%ended the turn in a settlement · over 90% of his movement left · the settlement has Awesome Temple or better · the settlement has Forum or better · 10% chance · is a general

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Fugitivi Romani

Effects: +1 Combat vs Roman

After a crushing victory over Roman forces, this general has convinced some of the enemy’s deserters to switch sides. Knowing that returning to Rome means certain death, these deserters will fight with desperate determination, if only because they’ve run out of options.

How it is gained: after a battle
WhenChanceConditionsWhenChanceConditionsWhenChanceConditions
after a battle5%won the battle · killed at least 60% of the enemy · fought Rome · is a general · does not belong to Rome · does not belong to Romeafter a battle5%won the battle · killed at least 60% of the enemy · fought Rome · is a general · does not belong to Rome · does not belong to Romeafter a battle5%won the battle · killed at least 60% of the enemy · fought Rome · is a general · does not belong to Rome · does not belong to Rome