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Noble

Nobles live by the work of others. In return, nobles coordinate, speak for, and protect their community. Rulers and leaders often come to their position through merit, but many noble offices tend to be hereditary. Nobles can be surprisingly accessible, welcoming chances to display their courage, prowess, generosity, and wisdom.

In Glorantha, many nobles are also priests. Among the Orlanthi, chiefs and kings are also priests, and the martial aristocracy called thanes evolved out of the priesthood in the Second Age. During this time, it was discovered that an armed militia of farmers and herders could be overcome by a smaller band of elite troops. Chieftains chose their companions to fulfill this martial role among the community instead of the priests. It should be noted that thanes are always thanes to someone else; such allegiances fit nicely into the Orlanthi concept of loyalty to their chosen leaders.

Where nobility is also a priestly office, adventurers still use the skills and equipment list given below.

Homelands: All.

Occupational Skills: Ride (any) or Drive Chariot +10%, Insight (Human) +10% , Intrigue +10%, Read/Write (own) +10%, Orate +30%, Manage Household +30%, Speak Own Language +10%, Cultural Weapon (pick type) +30%, Customs (own) +10%, Shield (pick type) +30%.

Standard of Living: Noble.

Base Income: Variable (most nobles have at least five hides of land).

Cults: Ernalda, Orlanth, Seven Mothers, Waha, Yelm.

Favored Passions: Honor, Loyalty (leader) or Loyalty (tribe).

Ransom: 1000 L.

Equipment: Bronze cuirass (6 pts. protection), bronze greaves and vambraces (6 pts. protection), closed helmet (5 pts. protection), cultural weapons, two riding animals, noble clothing worth 60 L, 200 L in coin, 450 L worth of jewelry, vessels, and other luxury goods.

Type
Political
Famous in the Field

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