Noctvale
Retinues

Archetypes

[Fluff about archetypes] Your Archetype sets maximum roster size, role caps, equipment access, and weapon choices. Every fighter in your retinue gains the matching Archetype keyword.

Knights

Armored champions and sworn companies — the heirs of Valecoria's martial orders. When the Kingdom fell, the knightly houses did not vanish. Some guard ruined roads and broken shrines. Some serve vampire courts for coin or conviction. Some hunt monsters under old banners. All of them fight as a disciplined fist: few in number, heavy in steel, dangerous in a charge.

Max retinue: up to 10 fighters. Armor and shields: Light, Medium, and Heavy armor; Buckler, Shield, and Tower Shield (Armor and Shields). Any fighter in this retinue may equip a Dagger or Staff regardless of their selected feats.


Building a Knights Retinue

Tradition

Choose one Tradition allowed for this Archetype — see Traditions. Every fighter gains that Tradition keyword and the matching Domain keyword. Record the special rule and apply cost modifiers when recruiting.

Feats

See Feats — Knights for the full Knights archetype feat list.


Recruit Fighters

Ancestry

Start from an ancestry profile, then apply the recruitment bonuses listed for that fighter below.

Ancestry profile M CC RC Mt Sk Wi Sa W Cost
Steady 6" 3 3 3 3 3 4 3
Keen 7" 3 3 3 4 4 3 3 +10
Stout 5" 3 3 4 3 3 3 3 +10
Stunty 6" 3 3 2 4 3 3 2 -10
Lord — 125 Crowns (1)

[Fluff about Lords]

Leader: At recruitment, add +1 to 2 different attributes (Close Combat, Ranged Combat, Might, Skill, Will, or Sanity).

Feats: May select 2 feats from the Universal feat list, the Knights archetype feat list, or the Domain list matching the Domain keyword on this fighter.

Caster: You may add the Caster keyword to this fighter for +25 Crowns. If you do, they know up to 2 spells from their Domain list and may perform the Cast action. Only 1 fighter in the retinue may have the Caster keyword. You cannot add the Caster keyword if any fighter in the retinue has the Mortal keyword.

Knight — 75 Crowns (0–4)

[Fluff about Knights]

Elite: At recruitment, add +1 Might or +1 Skill.

Feats: May select 2 feats from the Universal feat list, the Knights archetype feat list, or the Domain list matching the Domain keyword on this fighter.

Caster: You may add the Caster keyword to this fighter for +25 Crowns. If you do, they know up to 2 spells from their Domain list and may perform the Cast action. Only 1 fighter in the retinue may have the Caster keyword. You cannot add the Caster keyword if any fighter in the retinue has the Mortal keyword.

Squire — 60 Crowns (0–5)

[Fluff about Squires]

Specialist: At recruitment, add +1 to one attribute (Close Combat, Ranged Combat, Might, Skill, Will, or Sanity).

Feats: May select 1 feat from the Universal feat list, the Knights archetype feat list, or the Domain list matching the Domain keyword on this fighter.

This fighter starts with built-in One-Handed proficiency.


Example Factions

Named factions are optional presets — example Archetype + Domain pairings drawn from Noctvale lore. The same building rules apply to any legal retinue; treat these as starting points, not an exhaustive list.

Phoenix Guard

Domain: Light · Tradition: Crusaders

Elite knights tied to the old crown and the fall of the Vampire King. The Phoenix Guard were the High King's personal guard. After the fall, they split three ways: four rebelled, four hid, and four joined the turned King. The Phoenix Guard ultimately slew the turned King.

Nobility

Domain: Blood · Tradition: Vampires

Vampire aristocracy — decadent noble houses scattered across ruined estates and dark fortresses. They no longer rule as kings. They indulge in endless revelries, hunting parties, and predation, treating the shattered lands as their private playground.


Hunters

Sworn companies, frontier scouts, and monster-slayers — fighters who live by tracking, ambush, and the long shot. The Hundred Years of War bred countless hunter bands: holy warriors hunting the undead, alchemists brewing silversbane, zealots purging magic, and savage packs running the wilds. Hunters travel light compared to knights but hit harder at range and field more bodies.

Max retinue: up to 12 fighters. Armor and shields: Light and Medium armor; Buckler and Shield (Armor and Shields).

Any fighter in this retinue may equip a Dagger or Staff regardless of their selected feats.


Building a Hunters Retinue

Tradition

Choose one Tradition allowed for this Archetype — see Traditions. Every fighter gains that Tradition keyword and the matching Domain keyword. Record the special rule and apply cost modifiers when recruiting.

Feats

See Feats — Hunters for the full Hunters archetype feat list.


Recruit Fighters

Ancestry

Start from an ancestry profile, then apply the recruitment bonuses listed for that fighter below.

Ancestry profile M CC RC Mt Sk Wi Sa W Cost
Steady 6" 3 3 3 3 3 4 3
Keen 7" 3 3 3 4 4 3 3 +10
Stout 5" 3 3 4 3 3 3 3 +10
Stunty 6" 3 3 2 4 3 3 2 -10
Captain — 125 Crowns (1)

[Fluff about Captains]

Leader: At recruitment, add +1 to 2 different attributes (Close Combat, Ranged Combat, Might, Skill, Will, or Sanity).

Feats: May select 2 feats from the Universal feat list, the Hunters archetype feat list, or the Domain list matching the Domain keyword on this fighter.

Caster: You may add the Caster keyword to this fighter for +25 Crowns. If you do, they know up to 2 spells from their Domain list and may perform the Cast action. Only 1 fighter in the retinue may have the Caster keyword. You cannot add the Caster keyword if any fighter in the retinue has the Mortal keyword.

Stalker — 75 Crowns (0–4)

[Fluff about Stalkers]

Elite: At recruitment, add +1 Might or +1 Skill.

Feats: May select 2 feats from the Universal feat list, the Hunters archetype feat list, or the Domain list matching the Domain keyword on this fighter.

Caster: You may add the Caster keyword to this fighter for +25 Crowns. If you do, they know up to 2 spells from their Domain list and may perform the Cast action. Only 1 fighter in the retinue may have the Caster keyword. You cannot add the Caster keyword if any fighter in the retinue has the Mortal keyword.

Tracker — 60 Crowns (0–3)

[Fluff about Trackers]

Specialist: At recruitment, add +1 to one attribute (Close Combat, Ranged Combat, Might, Skill, Will, or Sanity).

Feats: May select 1 feat from the Universal feat list, the Hunters archetype feat list, or the Domain list matching the Domain keyword on this fighter.

This fighter starts with built-in Marked Quarry. The built-in feat does not count against this fighter's selected feat pick.

Hand — 40 Crowns (0–4)

[Fluff about Hands]

Rank

Feats: May select 1 feat from the Universal feat list, the Hunters archetype feat list, or the Domain list matching the Domain keyword on this fighter.


Example Factions

Named factions are optional presets — example Archetype + Domain pairings drawn from Noctvale lore. The same building rules apply to any legal retinue; treat these as starting points, not an exhaustive list.

Silver Hunt

Domain: Mortal · Tradition: Alchemists

Monster hunters who tracked beasts and horrors through the wild lands during the long war. They favor alchemy, poisons, and silver weapons — especially against werebeasts and things that should not walk in daylight.

Inquisition

Domain: Mortal · Tradition: Zealots

Anti-magic zealots who blame sorcery for the empire's fall. They declared all magic a corruption that doomed the realm — and set out to purge it with powder and steel.

Nightpack

Domain: Nature · Tradition: Werebeasts

Tunnel-haunting packs and knife-bearing raiders rumored to move beneath the cities. During the long war, their chittering voices, sewer paths, and blades in the dark became a terror of every walled settlement.

The Inquisition and Silver Hunt share Hunters + Mortal — differentiate with Tradition, gear, and roster choices.


Folk

Townsfolk, guild militia, and village watches — ordinary people who picked up tools and torches when the empire stopped protecting them. Folk retinues are not professional soldiers. They are neighbors, craftsmen, and constables who learned to fight because no one else would come. In numbers they hold streets, barricade bridges, and drag horrors into the light.

Max retinue: up to 15 fighters. Armor and shields: Light armor; Buckler, Shield, and Tower Shield (Armor and Shields). Any fighter in this retinue may equip a Dagger or Staff regardless of their selected feats.


Building a Folk Retinue

Tradition

Choose one Tradition allowed for this Archetype — see Traditions. Every fighter gains that Tradition keyword and the matching Domain keyword. Record the special rule and apply cost modifiers when recruiting.

Feats

See Feats — Folk for the full Folk archetype feat list.


Recruit Fighters

Ancestry

Start from an ancestry profile, then apply the recruitment bonuses listed for that fighter below.

Ancestry profile M CC RC Mt Sk Wi Sa W Cost
Steady 6" 3 3 3 3 3 4 3
Keen 7" 3 3 3 4 4 3 3 +10
Stout 5" 3 3 4 3 3 3 3 +10
Stunty 6" 3 3 2 4 3 3 2 -10
Mayor — 125 Crowns (1)

[Fluff about Mayors]

Leader: At recruitment, add +1 to 2 different attributes (Close Combat, Ranged Combat, Might, Skill, Will, or Sanity).

Feats: May select 2 feats from the Universal feat list, the Folk archetype feat list, or the Domain list matching the Domain keyword on this fighter.

Caster: You may add the Caster keyword to this fighter for +25 Crowns. If you do, they know up to 2 spells from their Domain list and may perform the Cast action. Only 1 fighter in the retinue may have the Caster keyword. You cannot add the Caster keyword if any fighter in the retinue has the Mortal keyword.

Guildsman — 75 Crowns (0–3)

[Fluff about Guildsmen]

Elite: At recruitment, add +1 Might or +1 Skill.

Feats: May select 2 feats from the Universal feat list, the Folk archetype feat list, or the Domain list matching the Domain keyword on this fighter.

Caster: You may add the Caster keyword to this fighter for +25 Crowns. If you do, they know up to 2 spells from their Domain list and may perform the Cast action. Only 1 fighter in the retinue may have the Caster keyword. You cannot add the Caster keyword if any fighter in the retinue has the Mortal keyword.

Militiaman — 60 Crowns (0–5)

[Fluff about Militiamen]

Specialist: At recruitment, add +1 to one attribute (Close Combat, Ranged Combat, Might, Skill, Will, or Sanity).

Feats: May select 1 feat from the Universal feat list, the Folk archetype feat list, or the Domain list matching the Domain keyword on this fighter.

This fighter starts with built-in Two-Handed proficiency.

Townsfolk — 40 Crowns (0–6)

[Fluff about Townsfolk]

Rank

Feats: May select 1 feat from the Universal feat list, the Folk archetype feat list, or the Domain list matching the Domain keyword on this fighter.


Example Factions

Named factions are optional presets — example Archetype + Domain pairings drawn from Noctvale lore. The same building rules apply to any legal retinue; treat these as starting points, not an exhaustive list.

Village Watch

Domain: Mortal · Tradition: Alchemists

Ordinary townsfolk defending their homes. Villages formed watches during the long war to protect their homes from the horrors that roam the land. Not led by sheriffs — led by whoever still had the nerve to stand on the wall.

Iron Law

Domain: Mortal · Tradition: Ironbound

Corrupted remnants of imperial law and constabulary. In the absence of the empire's authority, those who once enforced the law took power for themselves. They now rule through fear, chains, and the barrel of a gun.

Folk + Mortal supports Alchemists — village alchemists brewing defenses against things in the night. Folk + Nature (Witches, Grove-keepers), Folk + Infernal (Diabolists), and other combinations are fully legal.


Cult

Secret brotherhoods, covens, and rite-circles — those who turned to forbidden power when the old world burned. Cult retinues do not march in plate. They gather in ruins, chant in blood, and loose magic that the empire once outlawed. A Cult on the battlefield is a glass cannon: many casters, no armor, and bodies that break fast when steel finds them.

Max retinue: up to 10 fighters. Armor and shields: Buckler and Shield (Armor and Shields). Any fighter in this retinue may equip a Dagger or Staff regardless of their selected feats. Cult retinues cannot have a Mortal domain tradition.


Building a Cult Retinue

Tradition

Choose one Tradition allowed for this Archetype — see Traditions. Every fighter gains that Tradition keyword and the matching Domain keyword. Record the special rule and apply cost modifiers when recruiting.

Feats

See Feats — Cult for the full Cult archetype feat list.


Recruit Fighters

Ancestry

Start from an ancestry profile, then apply the recruitment bonuses listed for that fighter below.

Ancestry profile M CC RC Mt Sk Wi Sa W Cost
Steady 6" 3 3 3 3 3 4 3
Keen 7" 3 3 3 4 4 3 3 +10
Stout 5" 3 3 4 3 3 3 3 +10
Stunty 6" 3 3 2 4 3 3 2 -10
Theurge — 125 Crowns (1)

[Fluff about Theurges]

Leader: At recruitment, add +1 to 2 different attributes (Close Combat, Ranged Combat, Might, Skill, Will, or Sanity).

Feats: May select 2 feats from the Universal feat list, the Cult archetype feat list, or the Domain list matching the Domain keyword on this fighter.

Caster: This fighter begins with the Caster keyword for free. They know up to 2 spells from their Domain list and may perform the Cast action. Up to 3 eligible fighters in the retinue may have Caster at creation.

Adept — 60 Crowns (0–2)

[Fluff about Adepts]

Specialist: At recruitment, add +1 to one attribute (Close Combat, Ranged Combat, Might, Skill, Will, or Sanity).

Feats: May select 1 feat from the Universal feat list, the Cult archetype feat list, or the Domain list matching the Domain keyword on this fighter.

Caster: You may add the Caster keyword to this fighter for +25 Crowns. If you do, they know up to 1 spell from their Domain list and may perform the Cast action. Up to 3 eligible fighters in the retinue may have Caster at creation.

Acolyte — 40 Crowns (0–7)

[Fluff about Acolytes]

Rank

Feats: May select 1 feat from the Universal feat list, the Cult archetype feat list, or the Domain list matching the Domain keyword on this fighter.


Example Factions

Named factions are optional presets — example Archetype + Domain pairings drawn from Noctvale lore. The same building rules apply to any legal retinue; treat these as starting points, not an exhaustive list.

Arcane Conclave

Domain: Arcane · Tradition: Ritualists

Scholars and mages who hoard magic and forbidden learning inside their tower-city. Originally advisors to the High King, they closed their walls during the fall and left the desperate outside their gates.

Infernal Pact

Domain: Infernal · Tradition: Diabolists

Secret brotherhoods devoted to demonic powers that formed in the shadows during the war.