Kneeshaw Developments

2.0 · Your champion's own track

The Founder's Road

Short solo scenes for your champion, a milestone track you fund with Command, and the only way to give your champion a third essence slot.

3scenes on the board4hours per new scene10named milestones1,080Command to the Third Flame

Updated ·patch v2.0.5

Do this

  1. When a section called The Road shows up on Quests > Available (under Story Quests), tap Open on a card whenever your champion is free. It resolves instantly.
  2. Pick the best free option. Options your champion qualifies for are marked, cost nothing and pay the most. Only pay Command for an option if you have spare points that would otherwise drain.
  3. Tap the milestone row at the bottom of the section and pledge spare Command into it. Pledged points are never lost, and each milestone pays gold and champion essence XP. Milestone 9 is the Third Flame.

Nothing on the Road can go wrong: there is no fight, no injury and no failure. If you back out of a scene, it goes back on the board.

What it is

The Road is your champion's personal track (the champion is your founder, the character you made in the wizard). It has two parts:

  • Scenes (legs). Short one-decision moments the champion walks alone: an old debt, a pit fight, a ferry at dusk. You read the scene, pick an option, and get the reward on the spot as a toast. Each scene also pays 1 to 3 Command to your champion.
  • Milestones. A ladder you climb by pledging Command. Every milestone pays gold and champion essence XP; some add a title, and the ninth lights the Third Flame.

Where and when it appears

Where: Quests > Available, in its own section headed The Road with a counter (for example "The Road 2/3"), directly after Story Quests. It only shows in the all-regions view: if you have a region selected in the filter at the top of Available, pick All to see it.

When: all of these must be true:

  • You are in Chapter 2 or later (you have cleared Chapter 1 of the story).
  • The Command meter is visible (it is from Chapter 1, so this is automatic).
  • You have seen 3 beats resolved. A beat is a decision point inside a quest; it counts whether you picked the option or read the crew's choice on the quest report. Beats only start in Chapter 2, so the Road usually arrives a day or so into Chapter 2.

The moment it unlocks, the first scene is already waiting. After that a new one arrives every 4 hours until the board holds 3. A full board stops the clock, so scenes do not pile up while you are away: clear them to keep them coming.

Walking a scene

  • The champion goes alone and must be free. A champion out on a quest cannot walk the Road until they return (a Proving Grounds stage does not block it). If the champion is injured, the section says when they will be ready.
  • It is instant. There is no timer and no combat. Backing out cancels the scene and puts it back on the board, so you never lose one by closing the window.
  • Who your champion is decides the options. An option can ask for a trait, a profession, a backstory, an essence rank (Silver or Low Gold), or a Noble or Underworld alignment (30 or more either way). If your champion qualifies, the option is free and pays the most. If not, some of those options can still be bought for 2 or 3 Command, and the rest are simply hidden. Every scene keeps one plain option that anyone can take for free.
  • Rewards: gold and XP from the option you pick (30 to 240 gold, 30 to 150 XP), plus the scene's own 1 to 3 Command for your champion. That Command can push past the cap, and like any surplus it drains, so pledge it.

Your champion's traits, profession and backstory can all be changed for free from the Identity tab (Founding Choices), which changes which Road options are free for you. Backstory can only be changed until its chain starts.

The scenes

Eighteen scenes rotate through the board. The table shows the best option and who gets it free. Every scene also has a free fallback option that pays roughly 30 to 70 gold.

SceneCommandBest option (free if you qualify)Buyable option
Old Debt+1Charismatic or Forgiving: 140 gold, 60 XPStubborn or Vindictive option: free if you qualify, else 2 Command
Market Rumor+1Merchant: 160 gold, 55 XPNone
Night Road+2Nocturnal or Cunning: 150 gold, 70 XPNone
Pit Fight+1Brave or Reckless: 170 gold, 80 XPGreedy option: free if you qualify, else 2 Command
Healer's Plea+1Healer: 120 gold, 75 XPNone
Old Song+2Bard: 150 gold, 65 XPThe Bard option itself, for 3 Command
Ferry at Dusk+1Shipwright: 155 gold, 60 XPPatient or Stubborn option: free if you qualify, else 2 Command
The Burned Ledger+2Merchant: 180 gold, 70 XPNoble alignment option: free if you qualify, else 3 Command
Smoke over the Valley+2Brave or Loyal: 165 gold, 90 XPEscort option: free if you qualify, else 2 Command
The Kept Promise+1Forged in Battle backstory: 150 gold, 75 XPThe backstory option itself, for 2 Command
A Scholar's Errand+1Wandering Scholars backstory: 130 gold, 95 XPStudious or Patient option: free if you qualify, else 2 Command
The Locked Shrine+2Temple Exile backstory: 145 gold, 100 XPNone
The Essence Dowser+2Champion at Silver rank or higher: 175 gold, 105 XPGreedy or Ambitious option: free if you qualify, else 3 Command
The Hollow Beneath+3Champion at Low Gold rank or higher: 240 gold, 150 XPNone
A Word with the Magistrate+2Noble alignment: 160 gold, 80 XP; or Underworld: 165 gold, 75 XPNone
The Fence at the Crossroads+2Underworld alignment: 190 gold, 70 XPCunning or Nocturnal option: free if you qualify, else 3 Command
The Lame Horse+1Beast Master: 125 gold, 70 XPKind or Patient option: free if you qualify, else 2 Command
First Snow on the Pass+2Scout: 155 gold, 85 XPStubborn or Brave option: free if you qualify, else 3 Command

Milestones and pledging

What this means for you: the milestone is where Command goes to keep its value. Your bank caps at 2 per member and drains above that; a pledge is kept forever. Tap the milestone row and pledge 1, 5 or all of your points. When a milestone fills, its reward pays out at once and any extra carries into the next one. Pledges cannot be taken back.

Milestone n costs 40 + 20 per step (40, 60, 80, ...) and pays 200 + 100 per step gold and 50 + 25 per step essence XP to your champion. After the ten named milestones the ladder continues forever with numbered ones on the same formula.

#MilestoneCommandGoldEssence XPExtra
1First Steps4020050
2The Long Mile6030075+100 extra champion essence XP
3Wayfarer's Mark80400100Title: Wayfarer
4Old Roads100500125
5The Crossroads120600150Reserved for a later update; pays the normal reward for now
6Pathfinder's Oath140700175Title: Pathfinder
7Far Country160800200
8Distant Banners180900225Reserved for a later update; pays the normal reward for now
9The Third Flame2001000250Your champion's third essence slot
10Legend of the Road2201100275Title: Legend of the Road

The Third Flame: a third essence slot

Reaching milestone 9 lights the Third Flame: your champion permanently gets a third essence slot. Nobody else can have one; companions and recruits stay at two.

  • The slot appears in Member Details, Combat tab, Essence Slots once it is lit.
  • An essence there adds its stat bonuses and its own combat triggers (a third block, separate from slot 1 and slot 2), and counts toward power.
  • The champion's archetype skill tree gains a column for the third essence.

It costs 1,080 Command pledged in total (milestones 1 to 9). That is a long-term goal: plan on weeks of steady pledging, not days. The earlier you start pledging, the less Command you lose to the drain.

Numbers are the shipped defaults and are server-tunable. See also Command for how Command is earned, and Quests for the rest of the Available tab.