Allegiances are indications of what the character values in life, and where their loyalties lie. A character may have up to three allegiances, placed into the following categories:

  • Most important
  • Important
  • Least Important
    It should be noted that a character with a least important Allegiance isn’t opposed to the Allegiance, it is just that they are more likely to abandon the allegiance.

A character may have no allegiances at all, being either a free spirit or a lone wolf, or may change allegiances as he or she goes through life. Also, just because the character fits into a certain category of people doesn’t mean the character must have that category as an allegiance.

If the character acts in a way that is detrimental to his or her allegiance, the GM may choose to strip the character of that allegiance and assign an allegiance more suitable to those actions.

Social Conflict

An allegiance creates an empathic bond with others of the same allegiance. Characters gains a circumstance bonus on Charisma-based skill checks when dealing with someone of the same allegiance, as long as the character has had some interaction with the other character to discover the connections and bring the bonus into play. In addition, when someone wants you to act against your allegiance, you gain a bonus to your Resolve and Will saves made to act against it. Listed below are the bonuses gained from the Allegiance:

  • Most important: +4
  • Important: +2
  • Least Important: +1

In addition, the character gains a relationship score with the allied group in question equal to:

Their Allegiance Modifier + Level + Wisdom Modifier + Charisma Modifier

This can go up and down as these scores increase or decrease.


Thieves' World EugeneGM