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Patrons: stipends, mandates and rarity

Every house carries a rarity, rolled on the same odds as loot, and that rarity multiplies its stipend. It is not fixed: meet the mandate at the year's review with confidence of 70 or more and the house climbs one step, with a new title and a bigger purse. Miss, run the books into the red, and the same relationship can end in a takeover.

Checked against v3.0.0

House & ideal

All 63 houses carry four lines of lore: who they are and what they want. The ideal sets which mandates they ask for and which kindred they favour.

Base stipend

Ruthless 205g, Generous 170g, Demanding 150g, Steady 130g and Fickle 120g every six days before rarity and a small random spread.

Rarity

Common, Rare, Mythic, Legendary. A met mandate with confidence 70+ raises it one step at the year's review.

What the deal odds and the purse look like

  • Common

    dealt 4 in 5× 1.00
  • Rare

    dealt 1 in 5× 1.18
  • Mythic

    grown from Rare× 1.40
  • Legendary

    grown from Mythic× 1.80

The two founding offers and any house you approach by name are capped at Rare, so the only way to a Mythic or Legendary patron is to grow one, a step per good year. At the founding you can narrow the two offers to one demand (Renown, Coin, Stature, Solvency or War) and re-roll them twice. A patient house pays × 0.85 and asks less; a hard one pays × 1.25 and sets a renown target a quarter higher.

Read every demand as a trade

01

Receive

The house sets a mandate from its ideal; the dashboard shows when its patience runs out.

02

Price

Check the roster, deadline and next settlement before committing.

03

Deliver

A met mandate keeps confidence up; above your division's level a renown mandate then rises by 150 a year.

04

Escalate

With confidence 70+, the house climbs a rarity and the stipend is recalculated at the new multiplier.

The Day Book warns you 30 days before the year's end if the charge is still unmet, and the last year of patience is a final warning. Kin-led houses send only their own kindred through the Tavern, the intake and events; signing another kindred from the Market costs confidence.

Confidence sits inside your operating economy

Patron stipend, roster wages and guild upkeep settle every six days. Confidence helps the stipend; debt erodes confidence at settlement, and the risk of losing the patron rises sharply once confidence falls far enough. The patron now counts the Counting House strongbox when it judges your finances, and a delve that lowers confidence says so and why.

Steady inflow

Patron stipend

Recurring outflow

Wages + upkeep

Relationship buffer

Confidence

Model the next settlements

Takeovers start from where you stand

A house that takes over keeps its kind of goal, but its first target is one year's step from your current standing, and its first year never counts a miss or costs confidence. A new master comes from the same backing, so a patient house is never followed by a ruthless one. Ironman never rolls a takeover, and Settings can switch them off.

Stand alone as an Independent

On a takeover year's review, if you are out of debt, you can turn the new house away and become Independent. The stipend is 100g and your charge is set from where you stand. It is a smaller purse in exchange for never being judged against someone else's ideal again.

Challenge house ledgers are now live

Earlier builds only hinted at named challenge campaigns. Since 2.11 they sit on their own page of the founding book, "Or take up a challenge". A challenge house is never dealt at random, never taken over and never backs a rival hall; one that sacks you is replaced by the same house. Apart from Locke Nuz, none is offered in Cozy Mode.

The Hearthgrown

Only the young you raise can join: the yearly intake and its aspirants. No Tavern, no buying, no Wanderers. Starts with the Academy and its first intake waiting.

The Unwritten

Only the Wanderers in the Market can join. No Tavern, no buying from other guilds, no yearly intake.

The Citizens

Humans only, and a purse 1.5 times what any other house pays, in exchange for a second book of false lines the Archive may find.

Locke Nuz

Nuzlocke rules: one name a season, no Wanderers, you name each signing, and a delver still down when a delve is lost is dead.

The Last Muster

Six wars a year, every one answered, no yearly intake and a Tavern of only seasoned delvers.

The Hearthgrown, the Unwritten and the Last Muster cut every wage you agree under them by 15%, founders included. Reaching the Mythic Circle under a challenge house earns a title, kept across saves as a wax seal on the title screen.

Three misconceptions to drop

“I cannot find a Rare patron.”

About one founding offer in five is Rare, and none is higher. If you miss, a Common house you keep happy climbs to Rare at its first good review.

“A Legendary house is just a bigger purse.”

The 1.8× stipend is the headline, but the same mandate still has to be met each year. A richer house that you cannot satisfy is worth less than a Steady one you can.

“A mandate reward can rescue any deficit.”

Recurring settlements continue. Price the relationship against wages, upkeep and confidence, not a single reward screen.

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