1. For almost one thousand years, the Imperium has held its grasp on the Mediterranean Sea. The feeble Emperor withers away to the North, having abandoned Rome: the heart of the empire since the very beginning. What once was an invincible hold on the world is now increasingly atrophied in the face of dissenters: incessantly encroaching from all directions. Rumours start to spread rapidly from Constantinople: A rebellion, lead by a Thracian Gladiator named Spartacus. A Barbaric invasion, the likes of which will test the mettle of the Romani Legionaries like never before.

    Yet, worst of all: the Spirit of Rome's past Emperors and enemies are known to be spiteful and cruel. In its greatest hour of need, it has long been prophesied that one such leader would return to cast this city into ruin. The foundations of Rome are cracking, unveiling Bad Omens aplenty. In the absence of conventional leadership, it is now up to you, the loyal citizens of Rome, to prevent this city from collapsing and falling into disarray. Find the Spirit, that Daemonium, that Demon: whatever it takes, no matter the cost.

    Should you fail: this will surely cause the…

    FALL OF ROME.

    Fall of Rome
  2. 'Fall of Rome' focuses on the nomination, execution and voting stages of the Blood on the Clocktower game, providing a gentle nod to the political advances made by the Roman Empire.

    The nominations stage in many scripts and games contains a lot of the vital decisions that compose a typical and tense game of Blood on the Clocktower. In 'Fall of Rome', the value of the nomination stage doubles, with this phase of the game acting as a public platform for many to use their characters abilities and to ultimately gather information. The game is suitable for those comfortable with the simple yet complex nature of nominations and voting, with an understanding towards the benefits of executing daily.

    'Fall of Rome' offers many interesting game mechanics that players can really bite into, including a host of good and evil characters that meticulously watch over nominations, looking for their chance to gain information or to create chaos! An obvious nod towards public claims is present in a 'Fall of Rome', alongside a host of reasons for false information to be present, the critical component of any Blood on the Clocktower game.

    Duplicates of characters, a public fabled and a twist on miss-information are all present. So make sure to look out for the Legionary, Hannibal, Spartacus & Bad Omen!

    I hope you all enjoy playing and storytelling 'Fall of Rome'!


    Many thanks to Chiz, Patters, Ryan, Debbie, Jack B, Dave, Jamie, Jams, Greg, Ben P and Stellarium for the support in creating this homebrew.

    The Scholars of Rome have completed some great works during their times, but nothing compares to the works on the FoR Almanac, huge thanks to our Scholars: ContrapuntalAnt, Ryan & Chiz.

    Whether the city rised or fell, the message would have been spread and the Rome's fate known. I would like to extend my thanks to Rome's Standard Bearers who in every instance helped spread word: Patters, Chiz, Chris & Eevee.

    Additional thanks to the Mozart group, PattersTTV, the Unofficial Textgamers, the BotC - South West & Wales servers, and Samba's Sunday Night Sessions.


    For any feedback, queries or recommendations do not hesitate to contact.

    You can find me on Discord (AlexS #4891) and on the Unofficial.

    Thanks, Alex

    Fall of Rome © 2022 by Alex Sadlier is licensed under CC BY-NC-ND 4.0. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/

  3. Changelog


    Up to date as of 16/11/2024

    V.1.9 - Print and play as been available for a good year or so. Latest version (1.9) brings the updates to the almanac. The next version will likely be the last, as print and play will be finalised alongside the finalised almanac booklet.

    V.1.8 - The cosmetic changes continue, alongside some changes to the Mammoth! Print and play edges ever closer...

    V.1.7 - Cosmetic changes to the script. All brand new artwork as we get ready for print and play! Thematic changes to Tribunal, now known as the Glykon. Minor night order and character ability text wordings.

    V.1.6 - Tweaks to Caesar, Cleopatra and Hannibal to reach a balance across all Demons. Removal of 'even if dead' clause from The Twins, and the introduction of a new looking Tribunal. Two variants to the High Priest now existing allowing groups to opt into either playstyle, random chaos or information centric.

    V.1.5 - Overhaul to certain mechanics in Fall of Rome and the introduction of Travellers. Surviving executions is no more, and has been replaced with more fun reasons to claim Spartacus. Certain balance tweaks implemented to make the evil roles and misinformation stronger. Several reworks and reshuffling of characters and abilities for either game mechanic or thematic reasons.

    V.1.4 - Small changes to The Twins & Caesar round out the update alongside some small character text tweaks.

    v.1.3 - Introduction to all new custom artwork! Revamp of the Fabled. Introducing the "I am Spartacus" mechanic, allowing up to half the living players (equal to the number of votes required) to claim that they are Spartacus. This includes reworks to Spartacus and Crassus, whilst also reintroducing Gladiator as a Townsfolk. Thematical changes include changing Admiral to Trumpeter, Veteran to Mortician and Jester to Actor, alongside Remus and Romulus being replaced by Scholar and Winemaker.

    V.1.2.5 - Reintroducing the Spartacus madness mechanic, this involves changes with Spartacus, Gladiator and introduces a new Demon, Crassus, replacing Atilla. Praetor has been removed and replaced with the Temptress, this introduces more doubt to player nominations, a public Minion, and alignment changes. Similarly the Diplomat is removed and replaced with the Blacksmith, bringing character changes and prevention of night deaths.

    V.1.2 - Still within concept stage, lots of reworks, additions and removals.

    V.1.1 - Initial release.

  4. Sculptor

    You start knowing a player. Each night*, you learn the alignment of their most recent nomination.


    “"The sculptor's hand can only break the spell to free the figures slumbering in the stone." - Michelangelo 1501 A.D.”

    The Sculptor learns the alignment of players that their sculpture has nominated during the day.

    Examples

    Mia is the Actor, and Rob is the Temptress. On the first night the Sculptor is shown Mia as their Sculpture. During nominations Mia nominates Rob. That night the Sculptor is woken and is shown a thumbs down as Rob is evil. Unfortunately for the Sculptor, Mia dies in the night. The following day Mia is unable to nominate. However, the Sculptor still gets to wake that night and learns the alignment of Mia's most recent nomination, Rob, who is evil.

    How to Run

    On the Sculptor's first night, wake the Sculptor and point to a player, place the SCULPTURE reminder token next to the shown player. The shown player can be of any alignment.

    Each day, during nominations, if the player that the Sculptor was shown nominates, place the NOMINATED reminder token next to the nominated player. If a NOMINATED reminder token is already on the grimoire, remove it, and place it next to the nominated player.

    Each night, If a player has the NOMINATED reminder token next to them, wake the Sculptor. The Sculptor learns the current alignment of the player with the NOMINATED token next to them. If no players have the NOMINATED token next to them, the Sculptor is not woken and does not learn anything at night.

    If the Sculptor is drunk, poisoned or is actually Hannibal, they learn arbitrary information about the nominated player. If the Sculptor is a Bad Omen, the Sculptor must learn false information, therefore learning the opposing alignment of the player.

    If the alignment of a player changes, the Sculptor will learn the alignment as of the point that the Sculptor wakes at night.

    Since the SCULPTURE token is placed against whichever player the Sculptor was shown, the location of that token is not information that can be rendered false or altered. Even if the Sculptor is drunk, poisoned, a Bad Omen or Hannibal, the information that they learn is always about the players that were nominated by the sculpture (although, of course, it might not be true if they are drunk, poisoned or Hannibal and it cannot be true if they are a Bad Omen).

    The Sculptor can be shown any player as their Sculpture. However, be extremely cautious before showing the Glykon as the Sculpture, as all their nominations will falsely register.

    A Sculptor cannot learn the alignment of a Traveller, as a call for exile is not a nomination.

    Townsfolk

  5. Vestal Virgin

    You start knowing 1 good & 1 evil character, 1 of which is in-play. When they die, that night you learn 1 good & 1 evil character, 1 of which is in-play.


    “"Some are of the opinion that these vestals had no other business than the preservation of the sacred fire; but others conceive that they were keepers of other divine secrets, concealed from all but themselves." - Lucius Mestrius 'Plutarch' Plutarchus c. 49 A.D. - 119 A.D.”

    The Vestal Virgin learns an in-play and out of play characters. They learn more if the in-play character dies.

    Examples

    Annie is the Augur. On the first night, the Vestal Virgin learns the Actor and the Augur. Annie is executed today. As the Augur died today, that night the Vestal Virgin learns the Physician and Cleopatra, one of which is in play.

    Callum is the Scholar. On the first night the Vestal Virgin learns the Scholar and Hannibal. The next day the Vestal Virgin is nominated by the Glykon so is poisoned. Callum dies during the night. As the Scholar died, the Vestal Virgin learns new information that same night. However, the Storyteller provides arbitrary information, as they are Glykon poisoned. The Vestal Virgin learns Trumpeter and Glykon, both of which are in play. The LEARNS reminder token is placed next to any player on the grimoire.

    How to Run

    On the Vestal Virgin's first night, wake the player and show them one good character and one evil character, one of which is in play. Place the LEARNS reminder token next to the player with the in-play character.

    Each night, if the player with the LEARNS reminder token is dead, wake the Vestal Virgin and show them one good and one evil character, one of which is in play. If the in-play character is alive, do not wake the Vestal Virgin.

    If the Vestal Virgin is drunk, is poisoned or is actually Hannibal, the Storyteller may show the player correct information, two in-play characters, or two out-of-play characters. If the Vestal Virgin learns arbitrary information from being drunk, poisoned or because they are actually Hannibal, the Storyteller may place the LEARNS reminder token next to any player. If that player dies, the Vestal Virgin is shown two new characters.

    If the Vestal Virgin is a Bad Omen, they must be shown either two in-play characters, or two out-of-play characters. For the former, the reminder token can be placed next to either of the two players. For the latter, the reminder token can be placed next to any player. Again, if that player dies, the Vestal Virgin is shown two new characters.

    If the player with the in-play character changes character (e.g. a learned Outsider is changed into a Townsfolk by the Scholar), the LEARNS reminder token remains. If that player dies, the Vestal Virgin is still shown two new characters.

    There is no limit to the number of times the Vestal Virgin can gain new information.

    Townsfolk

  6. Physician

    Each night, choose two players (not yourself): they are sober, healthy & get true info tonight. The 1st time the Demon kills one, you learn the Demon type.


    “"Some patients recover, because they believe in doctors." - Hippocrates of Kos c. 460 B.C. - c. 370 B.C.”

    The Physician ensures their team gets correct information.

    Examples

    Edgard is a Bad Omen who believes they are the Sculptor and Avery is the Mortician. At night, the Physician protects both Edgard and Avery. On the same night Avery is targeted by Caesar, and dies. The Physician learns this, and is shown the Caesar character token. Additionally, Edgard is woken to learn information. Despite being a Bad Omen, the information they learn tonight must be true as they have been chosen by the Physician.

    During the first day, five good players claim Spartacus, including a Bad Omen, and Jonah the Trumpeter. The same day, Jonah was nominated by the Glykon. That night, the Physician chooses to protect Jonah, who wakes to learn the number of evil players that publicly claimed Spartacus. Despite being Physician protected, the misregistration of Jonah and possibly the Bad Omen are still in effect. Jonah learns a '2', as the Storyteller decides to register the Bad Omen as evil, and Jonah is registering as evil due to the Glykon.

    How to Run

    Each night, remove any PATIENT reminder tokens, if any. Wake the Physician and ask them to choose two players. Place the PATIENT reminder token next to the two players.

    If a player with a PATIENT reminder token is killed by the Demon, place the 1ST DEMON reminder token next to the Physician. If the 1ST DEMON reminder token is already next to the Physician, do not wake the Physician. Otherwise wake the Physician and show them the Demon token.

    If the Physician is drunk, poisoned or is actually Hannibal, their ability has no effect and they learn arbitrary information. If the Physician is a Bad Omen their ability has no effect and they must learn a false Demon token.

    If Cleopatra chooses the Physician second and the 1ST DEMON token is not next to the Physician, take note of this for the following night. If both players die from Cleopatra, and the Physician chose the other person attacked, the Physician will still wake because the deaths occur in the order of selection.

    Townsfolk

  7. Legionary

    Each night, you learn how many living evil players are sat clockwise between yourself and the next living Legionary. [+0 to +2 Legionary]


    “"We find that the Romans owed the conquest of the world to no other cause than continual military training, exact observance of discipline in their camps, and unwearied cultivation of the other arts of war." - Publius Flavius Vegetius Renatus c.385 A.D. - c. 450 A.D.”

    There may be up to three Legionaries in play. Each learns how many living evil players are sat between them.

    Examples

    Adam, Patrick and George are Legionaries. Three evil players are sat between Adam to Patrick, clockwise, and a single evil is sat between George to Adam, clockwise. On the first night, Adam is woken and learns a '3', Patrick learns a '0', and lastly George learns a '1'. A few nights later, Adam & George have died. Patrick as the last living Legionary, learns clockwise to themselves, so they therefore learn the number of living evils, which in this case is a '4'.

    How to Run

    During setup if Legionary is in play the Storyteller may choose to add up to two additional Legionary tokens to the bag in place of other Townsfolk.

    Each night, wake the Legionaries separately. They learn the number of evil players sitting clockwise between them and the next living Legionary. If they are the only Legionary, they learn clockwise to themselves. If a Legionary dies and there are other Legionaries alive, you still wake the living Legionaries.

    If a Legionary is drunk, poisoned or is actually Hannibal, that Legionary gains arbitrary information. If a Legionary is a Bad Omen they must learn any number not equal to the number of evil players between them and the next living Legionary. If a Legionary starts as or becomes a Bad Omen they do not register as a living Legionary to other Legionaries. The same applies to Legionaries that are actually Hannibal.

    If there are no living Legionaries, a Bad Omen "Legionary" will learn any number other than the number of living Evil players.

    An evil Legionary (for example one turned by the Temptress) still functions normally to other Legionaries. They are not counted in the number of Evil players by themselves or other Legionaries.

    A Blacksmith or Scholar-nominated Outsider cannot be turned into a Legionary if there is another true Legionary in play.

    A Mercenary with the Legionary ability does not count as a Legionary to other Legionaries, and if Evil will be counted by the next counter clockwise Legionary. If there are no living Legionaries, such a Mercenary will not be woken.

    Legionary can only be given as a bluff to the Demon, or the Minions in a Hannibal game, if there are no true Legionaries in play. Doing so effectively provides spare bluffs to the Evil team.

    While it is technically possible to give Legionary as a bluff when a player falsely believes they are a Legionary (Hannibal or a starting Bad Omen), this is not advised.

    Townsfolk

  8. Trumpeter

    Each night*, you learn how many evil players publicly claimed to be Spartacus today.


    “"I have done everything that I should, but the outcome is in the hand of fortune." - Nero Claudius Caesar 37 A.D. - 68 A.D.”

    The Trumpeter learns how many of the Spartacus claims are evil.

    Examples

    Sophia, Robert and Felix are the Haruspex, Merchant and Caesar respectively. During the day all three publicly claim that they are Spartacus. That night, the Trumpeter wakes and learns a '2', as two evil players publicly claimed to be Spartacus today.

    Avery, Tameka and Seth are the Mortician, Scholar and a Bad Omen respectively. During the day all three publicly claim that they are Spartacus. That night, the Trumpeter wakes and learns a '1' as the Bad Omen is registering as evil.

    The Trumpeter is actually a Bad Omen. Greg is Hannibal and Anne is the Temptress. During the day Greg and Anne both publicly claim that they are Spartacus. That night, the Trumpeter wakes and learns a '0', as they are receiving false information.

    How to Run

    Immediately before waking the Trumpeter each night, if an evil player publicly claimed to be Spartacus today, place an EVIL CLAIM reminder token next to the player alongside the I AM SPARTACUS! fabled reminder token.

    Each night, wake the Trumpeter. The Trumpeter learns the number equal to the number of EVIL CLAIM reminder tokens. If none are present they learn a '0'. Remove any EVIL CLAIM reminder tokens.

    If the Trumpeter is drunk, poisoned or is actually Hannibal, they learn arbitrary information. If the Trumpeter is a Bad Omen, they must learn false information. For a more detailed explanation of what is false, please refer to the Bad Omen character almanac.

    If a player's alignment switches during the day or night, the Trumpeter learns information in accordance to their alignment when the Trumpeter wakes at night.

    EVIL CLAIM reminder tokens are somewhat optional as the I AM SPARTACUS! fabled reminder tokens alone can be used. The EVIL CLAIM reminder tokens are useful to use when putting together the number for the Trumpeter, taking into consideration misregistrations and alignment changes.

    Townsfolk

  9. Mortician

    Each night*, if a player died by execution today you learn if either of their living neighbours are evil.


    “"Let no one weep for me, or celebrate my funeral with mourning; for I still live, as I pass to and fro through the mouths of men." - Quintus Ennius 239 B.C. - 169 B.C.”

    The Mortician learns if a player's living neighbours are evil when the player dies by execution.

    Examples

    Tom is the Physician and Jacob is the Winemaker, both of which are good. During nominations the player sat between the two is executed and dies. That night, the Mortician learns a 'no'.

    Kohav is the Sibyl. On the second day, a player is executed and dies, and the Storyteller gestures to Kohav asking whether they would like to choose a dead player to nominate. They do so, and the selected player nominates, and gets another player executed, they also die. That night, the Mortician wakes and learns information about both executed players. The Storyteller clarifies which player they are talking about by pointing to the executed player and then providing the associated information.

    How to Run

    During nominations, if a player is executed and dies, place the RECENTLY EXECUTED reminder token by the player.

    Each night, if a RECENTLY EXECUTED reminder token is next to a player, wake the Mortician, they learn if either of the player's current living neighbours are evil, and remove the RECENTLY EXECUTED reminder token. If one or both of the living neighbours are evil tell the Mortician 'yes', otherwise tell the player 'no'.

    If no player has a RECENTLY EXECUTED reminder token next to them, do not wake the Mortician.

    If a Sibyl is in play and uses their ability, executing and killing a player place the second RECENTLY EXECUTED reminder token next to the player. If there are now two RECENTLY EXECUTED reminder tokens on the grimoire, wake the Mortician as normal. Clarify which piece of information they are receiving first by pointing to the associated player with the RECENTLY EXECUTED reminder token.

    If the Mortician is drunk, poisoned or is actually Hannibal, they learn arbitrary information. If the Mortician is a Bad Omen, they must learn the opposite answer to the correct information.

    The Mortician learns information about a player's living neighbours at the point in the night order the Mortician wakes. If that player's living neighbour dies during the night, the Mortician checks the new living neighbours instead. If a living neighbour's alignment changes before the Mortician wakes, the new alignment is checked.

    Townsfolk

  10. Standard Bearer

    When you are nominated, you may make a unique public statement about the nominator (not yourself). Tonight, you learn if the statement was true.


    “"Say not always what you know. But always know what you say." - Tiberius Claudius Caesar Augustus Germanicus 10 B.C - 54 A.D.”

    The Standard Bearer learns whether their public statement is true or false about the player that nominates them.

    Examples

    Jonah is the Trumpeter. During nominations Jonah nominates the Standard Bearer. As part of their defence the Standard Bearer publicly announces that 'the player who nominated me today is a Townsfolk'. At night, the Standard Bearer learns 'true'.

    Matthew is a Bad Omen but believes they are the Actor. During nominations Matthew nominates the Standard Bearer. During their defence the Standard Bearer publicly announces that 'the player who nominated me today is the Actor'. At night, the Standard Bearer learns 'false'.

    On the first day, when nominated, the Standard Bearer publicly announces that 'the player who nominated me today is evil'. On the second day, during nominations, the Standard Bearer is nominated. The Standard Bearer publicly announces 'the player who nominated me today is good'. At night, the Standard Bearer does not wake as todays public statement was not unique (see "Tip")

    How to Run

    During nominations, if the Standard Bearer chooses to make a public statement as the Standard Bearer as part of their defence make note. Place the TRUE or FALSE reminder token next to the player if the statement is either 'true' or 'false' about that their nominator respectively.

    Each night, if the Standard Bearer has a TRUE or FALSE reminder token next to them, wake the Standard Bearer. They learn which token is next to them 'true' or 'false'. Remove any TRUE or FALSE reminder tokens, if any.

    If the Standard Bearer is drunk, poisoned or is actually Hannibal, they learn arbitrary information. If the Standard Bearer is a Bad Omen, they must learn the opposite of the reminder token. If the Standard Bearer makes a public statement during the day and it is not unique to a previously public statement made by the Standard Bearer, they do not wake that night.

    A unique public statement to be accepted must satisfy a new unique criteria that the Storyteller can check against. Two statements that check either side of a condition are not unique, so binary statements can not be asked twice, even if addressing the other side of the criteria. For example, a statement of "This player is good" will warrant the same checks and criteria as "This player is evil".

    A statement needs to be unique to the Standard Bearer, not to the nominator or to the game as a whole.

    Statements must be about the nominator, but can go beyond their role or alignment. "Bob is in a game where Alice is the demon" is not acceptable, but "Bob is three seats away from a demon" is fine. The Storyteller always has the final say about whether a statement is acceptable.

    The Storyteller can tell players they are rejecting a statement and allow a replacement, but if doing so must do this uniformly for everyone bluffing Standard Bearer. Alternatively, simply do not wake such a Standard Bearer that night.

    CREATIVE STATEMENTS When you are the Standard Bearer, be creative with your statements. If playing in person, you could refer to physical characteristics, or things that are happening in the room. If playing online, you still have a wide range of things to say about tokens, alignments, position, types of role, and anything else that you can think about. The more original you are, the harder it might be for the evil team to play around it.

    When you are not the Standard Bearer, you are of course free to make Standard Bearer statements anyway, whether you are covering for a real Standard Bearer, bluffing as an evil player, or trying to get the evil team to kill you in the night. Again, the more interesting your statement, the better your chances of people paying attention to your bluff.

    Some examples of statements that could be made:

    "My nominator... ...is on the good team." ...has the same colour shirt as a demon." ...was selected by an evil player last night." ...has selected the demon with their ability at least once this game." ...is drunk right now. Also, they are drunk or poisoned in-game." ...is sharing a couch with two players of the same alignment as them." ...is the last living member of their team." ...has an outsider reminder token on them right now." ...received true information last night." ...is the only player of their character type who is currently eating pizza." ...is Spartacus."

    Townsfolk

  11. Centurion

    If you nominate & execute a living player, their team loses. You are safe from the Demon. If you publicly claimed to be Spartacus today, you are drunk until dawn.


    “"It is easier to find men who will volunteer to die, than to find those who are willing to endure pain with patience." - Gaius Julius Caesar 100 B.C. - 44 B.C.”

    The Centurion can end the game at any point with their nomination.

    Examples

    Brandon is the Haruspex. During nominations, the Centurion nominates Brandon and gathers enough votes to put them on the block. That day, Brandon is executed. The game ends, and the good team have won.

    Robert is the Merchant. During nominations, the Centurion nominates Robert and with enough votes, puts them on the block. Before the day closes, the Centurion publicly claims to be Spartacus, making them drunk. That day, Robert is executed and the game continues. During the night, the Centurion is targeted by a Demon (Crassus) and the Centurion dies as they are drunk.

    Misty is the Bad Omen who believes they are the Vestal Virgin. During nominations, the Centurion nominates Misty and that same day Misty is executed. The game ends, and the good team loses, as while Misty is a good player the Storyteller decides to register her as evil.

    Phoebe and Graham are the Centurion and the Augur. During the day, Phoebe does not claim to be Spartacus and nominates Graham. Graham is executed and dies. The game continues, because Phoebe is now a Bad Omen.

    How to Run

    During the day, if the Centurion claimed to be Spartacus today, place the DRUNK reminder token next to the Centurion alongside the I AM SPARTACUS! fabled reminder token.

    If the Centurion nominated a player, and the nominated player is executed that day whilst the Centurion is sober & healthy, the game ends & the executed player's team loses.

    If the Centurion is sober and they are targeted by the Demon and would normally die, they don't.

    The Centurion's ability checks for a player's team, not their alignment, so ignore misregistration. If the sober Centurion nominates a Bad Omen who is executed, evil wins. If the sober Centurion nominates the Glykon who is executed, good wins.

    Townsfolk

  12. Merchant

    Once per game, at night*, choose to learn the characters of players that have nominated you.


    “"Greed is but a word jealous men inflict upon the ambitious." - Marcus Licinius Crassus 115 B.C. - 53 B.C. ”

    The Merchant chooses when to learn all the characters that have nominated them... but only once.

    Examples

    Rook is the Haruspex. During nominations Rook nominates the Merchant. That night, the Merchant wakes and uses their ability. They learn the Haruspex.

    Laurel, Victoria and Jack are the Blacksmith, The Twins and Cleopatra respectively. Over the next three days Laurel, Victoria and Jack nominate the Merchant. On the fourth Night, the Merchant wakes and uses their ability. They learn the Blacksmith, The Twins and Cleopatra in no particular order.

    Paddy is the Glykon. On day one, Paddy nominates the Merchant. No one nominates the Merchant on day two. On night three, the Merchant uses their ability, and learns the Glykon, which is true information as they are no longer poisoned.

    How to Run

    Each day, if a player nominated the Merchant, place a NOMINATED reminder token next to the that player.

    Each night, other than the first, if the Merchant has a NO ABILITY reminder token next to them, do not wake them. Otherwise: ask the Merchant if they would like to use their ability. If yes, show the character tokens of any players with the NOMINATED reminder tokens.

    If the Merchant is drunk, poisoned or is actually Hannibal, they learn arbitrary information. If the Merchant is a Bad Omen, they must learn all false information, such that a true character token must not be shown to the Merchant.

    If a player who nominated the Merchant changes character, the Merchant learns the character at the time of using their ability.

    If a player becomes the Merchant part-way through the game, only nominations that happened while they are the Merchant will provide information.

    The Storyteller can show the roles in any order, and should vary the order so that the Merchant cannot know exactly which player is which character.

    A Storyteller can show Bad Omen, and can show it more than once, if more than one Bad Omen nominated the Merchant.

    Townsfolk

  13. Gladiator

    Once per game, during the day, publicly choose a living player. Tonight, you and they wake & silently play roshambo: whoever loses dies (someone must lose).


    “"Forgive me. I was trained with swords! Not with words." - Crixus 72 B.C.”

    The Gladiator challenges players to a fight to the death.

    Examples

    Jack and Lindsey are Cleopatra and the Gladiator respectively. During the day Lindsey publicly claims Gladiator and chooses Jack (for a duel). That night, Lindsey is still alive, so both Jack and Lindsey wake and silently play roshambo. Jack picks rock whilst Lindsey also picks rock, so they play again. After another game, Lindsey wins roshambo. Lindsey therefore lives and Jack dies. The game is over as the Demon is dead, and the good team wins.

    Ellie and Anne are the Gladiator and the Temptress respectively. During the day, Ellie publicly claims to be the Gladiator, challenging Anne to a duel. That same day, Anne is executed and dies. That night, Ellie is still alive, so both Ellie and Anne wake and silently play roshambo, even though Anne is already dead. Ellie picks paper whilst Anne picks scissors, and wins roshambo. As Ellie loses roshambo, they die.

    Rhona, the Scholar, nominates Erin, who was Spartacus and turns into the Gladiator. Later that day Erin makes what she mistakenly believes to be a 'fake' Gladiator challenge. That night Erin will wake to learn she is the Gladiator and, if still alive later that night, will wake again for her duel.

    How to Run

    During the day, if the Gladiator publicly claims Gladiator and chooses a player, place the DUEL token next to that player.

    Each night, if a player has the DUEL token next to them wake both that player and the Gladiator at the same time. Have both players silently play roshambo, each choosing rock, paper or scissors. If both players choose the same, have them play again until someone wins. Place the DEAD reminder token next to the player that lost, they die. Place the NO ABILITY token next to the Gladiator.

    A drunk or poisoned Gladiator who challenges a player during the day, and then is sober that night, will wake for the duel.

    A sober Gladiator who challenges a player during the day, and then is drunk or poisoned that night, will not wake for the duel. Remember to place the NO ABILITY token next to the Gladiator, as the ability is still used.

    Warn everyone before the night phase how you will run a Gladiator duel whenever someone claims Gladiator, whether truly or as a bluff.

    In person, the Storyteller must count down silently (e.g. with finger signals) so that both players can see. Make it clear whether you expect players to reveal on 1 or 0.

    Townsfolk

  14. Actor

    Once per game, during the day, publicly guess 3 players' character types (not yourself, 1 guess per type). That night, you learn how many you got correct.


    “"Have I played the part well? Then applaud me as I exit!" - Caesar Augustus 63 B.C. - 14 A.D.”

    The Actor publicly guesses the character types of three people, learning how many they got right that night.

    Examples

    Helen, Victoria and Bruce are the Physician, The Twins and Standard Bearer respectively. During the first day, the Actor guesses that Helen is a Townsfolk, Victoria is an Outsider and Bruce is a Minion. That night, the Actor learns a '2', meaning that two of their guesses were correct.

    Tameka, Anne and Jack are the Scholar, the Temptress and Cleopatra respectively. The Actor guesses that Tameka is a Townsfolk, Anne is a Minion, and Jack is the Demon. That night, the Actor learns a '3', meaning that all of their guesses were correct.

    How to Run

    Before nominations, if the Actor decides to publicly guess the types of 3 players' characters, place a CORRECT reminder token next to each player they correctly guess.

    That night, wake the Actor. The Actor learns the number equal to the number of CORRECT reminder tokens on the grimoire, then place the NO ABILITY reminder token.

    If the Actor is drunk or poisoned when making their guesses, but sober when waking at night, they learn correct information.

    If the Actor is drunk or poisoned at night, or is actually Hannibal, they learn arbitrary information. If the Actor is a Bad Omen, they must learn any number other than the correct number.

    If a player switches character types during the day, the Actor learns if they were correct at the point they made the public statement.

    Make sure to remember when an Actor is guessing that a Bad Omen is an Outsider, even though it has a Townsfolk token on the grimoire.

    While simply claiming Actor and naming three players with a character type for each is sufficient, some players may wish to make their claims more... dramatic. They might tell the town a story, break out their 'classical acting' voice, or otherwise have fun with the claim. "The group should try to enjoy this since, frankly, they're going to do it whether you like it or not." - Chiz 2023 A.D.

    Townsfolk

  15. Blacksmith

    The 1st time the Demon kills you, you live & gain a not-in-play Townsfolk ability.


    “"Every new beginning comes from some other beginning’s end." - Lucius Annaeus Seneca 4 B.C. - 65 A.D.”

    If the Blacksmith is killed by the Demon they live and gain a new ability.

    Examples

    At night, the Blacksmith is targeted by Crassus. The Blacksmith, instead of dying, lives and gains the Centurion's ability.

    On the first night, the Blacksmith is targeted by Cleopatra. The next day, the Blacksmith nominates. That night, instead of dying, the Blacksmith lives and gains the Actor's ability.

    The Blacksmith is sat next to Janet, the Winemaker, who is drunk on odd nights. On night two, Janet is causing her townsfolk neighbours to be drunk. That night, the Blacksmith is targeted by Caesar, and dies. The Blacksmith's ability does not function as they are drunk.

    How to Run

    If the Blacksmith is targeted by the Demon for the first time, and would normally die, instead place the IS THE BLACKSMITH reminder token next to the Blacksmith. Replace the Blacksmith character token with a not-in-play Townsfolk ability. Wake the Blacksmith and show them the 'You are' card, then show them their not-in-play Townsfolk character ability.

    If the Blacksmith is drunk, poisoned, is actually Hannibal or a Bad Omen, their ability malfunctions.

    A Blacksmith who gains a not-in-play Townsfolk ability has not actually changed character. They will still register as the Blacksmith to the Haruspex or the Merchant. An evil Blacksmith remains evil.

    A Bad Omen or Hannibal who believes they are the Blacksmith can be shown a not-in-play character token, as if targeted by the Demon, but be cautious about doing so. If they are actually targeted by the Demon, they will die.

    Remember that the Blacksmith only activates when a Demon tries to kill them. A Haruspex or Gladiator that kills the Blacksmith will not trigger the Blacksmith's ability.

    Townsfolk

  16. Scholar

    The 1st time you nominate a living Outsider, they immediately become a not-in-play Townsfolk. [+1 Outsider]


    “"When you arise in the morning, think of what a precious privilege it is to be alive - to breathe, to think, to enjoy, to love." - Marcus Aurelius 121 A.D. - 180 A.D.”

    The Scholar converts the first Outsider they nominate into a not-in-play Townsfolk.

    Examples

    Victoria is The Twins. During nominations the Scholar nominates Victoria. At dusk, Victoria learns that they are now the good Centurion.

    Elwyn is the Winemaker. On the second day Elwyn is turned evil by the Temptress. The next day, during nominations the Scholar nominates Elwyn. At dusk, Elwyn learns that they are now the evil Actor.

    During nominations the Scholar nominates Austin, who happens to be Spartacus. Austin immediately becomes the Vestal Virgin. The same day, Austin nominates Natasha, the Auger. Austin immediately becomes the Bad Omen. That night, Austin is woken and told that they are now the Vestal Virgin, but they are actually the Bad Omen who believes they are the Vestal Virgin.

    How to Run

    During setup if the Scholar is in play add an Outsider to the bag due to the Scholar's Outsider modification. If the Scholar is intended to be a Bad Omen or Hannibal, do not add an extra Outsider to the bag.

    The first time the Scholar nominates a living Outsider place the NO ABILITY reminder token by the Scholar. Place the LECTURED reminder token next to the nominated player, they immediately turn into a not-in-play Townsfolk. At night, the nominated player learns this. Wake the nominated player and show them the 'You are' card, then shown them their Townsfolk character token.

    If the Scholar is drunk, poisoned, is actually Hannibal or a Bad Omen, their ability has no effect. If they nominate an Outsider for the first time, whilst drunk or poisoned, place the NO ABILITY reminder token by the Scholar.

    An Outsider changed into a Townsfolk by a Scholar does not change alignment, so technically does not need to learn it, however it is helpful in particular to remind an evil Outsider that they are still evil, as they will be shown a new token for a character that is normally good. It helps to communicate alignment every time there is a character change, to ensure players always know which team they are on.

    Also remember that the change from Outsider to Townsfolk is immediate. Whilst the player does not learn until dusk, they are now a Townsfolk. Be wary of giving the Centurion ability to the Outsider, when they have nominated and currently have someone on the block.

    Townsfolk

  17. The Twins

    You start knowing a player: if either of you are executed, all Townsfolk are drunk until dusk tomorrow.


    “"The quarrel that arose between Remus and Romulus demonstrated the division of the earthly city against itself..." - Augustine of Hippo 354 A.D. - 430 A.D.”

    If either of Romulus or Remus are executed all Townsfolk become drunk.

    Examples

    Mack is Spartacus. On the first night, The Twins are woken and shown Mack. After a couple of days, Mack is executed and dies. That night and tomorrow until dusk, all Townsfolk are drunk.

    Connor is Hannibal. On the first night, The Twins are woken and shown Connor. During nominations, Connor is nominated, then is executed and dies. As there is another Hannibal alive the game continues, and all Townsfolk are drunk until tomorrow dusk.

    How to Run

    On the first night, wake The Twins, and point to a player. Place the REMUS reminder token next to that player.

    Each night, remove any TOWNSFOLK DRUNK reminder tokens. If a player with the REMUS reminder token or The Twins was executed today, place the TOWNSFOLK DRUNK reminder token next to The Twins.

    If The Twins dies, remove the REMUS reminder token.

    Remus can be any player, including an evil one. Typically The Twins will want to stop Remus being executed until they themselves die, so making a player Remus may grant them some protection early on in the game.

    Given that they might be granted some early protection, showing an evil player, or another Outsider, may be a good way to support evil if you find that the tokens have fallen in a way that benefits good.

    Note that all references to The Twins are to the Outsider character itself, also known as Romulus. Remus is another character known to The Twins, not part of the character. "Wake The Twins" means wake Romulus; Remus is not woken and does not find out that they are Remus.

    Outsider

  18. Winemaker

    Your Townsfolk neighbours are drunk, but every other night, you are drunk until dusk, even if you are dead.


    “"In wine, there's truth." - Pliny the Elder 23 A.D. - 79 A.D.”

    Every other day the Winemaker drunk their closest Townsfolk neighbours... but they don't know which day it starts.

    Examples

    Daniel is the Actor and May is the Centurion. They both are the Winemaker's closest Townsfolk neighbours. The Winemaker is drunk on the first night and sober on the second. During the second night, Daniel and May are drunk, Daniel gets arbitrary information and May is not safe from the Demon.

    Lorelei the Winemaker is drunk on odd nights and their Townsfolk neighbours are Emily and Richard. On the first night Lorelei and Emily are protected by a Physician. As Lorelei becomes sober due to the Physician, Emily and Richard would be drunk, but Emily is also protected so remains sober. Therefore, Lorelei and Emily are sober, and Richard is drunk tonight...

    ...During the same game Richard is turned into a Bad Omen, and the Physician becomes Lorelei's new Townsfolk neighbour on that side of the grimoire. On night three, the Physician protects Lorelei and Emily again. This time the Physician and Lorelei are stuck in an infinite loop of becoming sober then drunk, so tonight all of Lorelei, Emily and the Physician are drunk.

    How to Run

    On the first night, place the ODD or EVEN reminder token next to the Winemaker. If an ODD reminder token, the Winemaker is drunk on all of the odd nights (first, third, fifth...). If an EVEN reminder token, the Winemaker is drunk on all of the even nights (second, fourth, sixth...).

    On odd nights, if the EVEN reminder token is next to the Winemaker place the DRUNK reminder token next to the Winemaker's Townsfolk neighbours. Otherwise: remove all DRUNK reminder tokens.

    On even nights, if the ODD reminder token is next to the Winemaker place the DRUNK reminder token next to the Winemaker's Townsfolk neighbours. Otherwise: remove all DRUNK reminder tokens.

    If the the Winemaker is drunk or poisoned, their ability malfunctions. Remove all DRUNK reminder tokens. The ODD and EVEN reminder tokens remain.

    It is important to track whether the current night is odd or even, and the placement and removal of the DRUNK reminder tokens will assist with that. Remember that the first night is Night One; there is no Night Zero.

    Outsider

  19. Spartacus

    If an evil player guesses you (once), your team loses. You might register as a Townsfolk; each day, if you did not publicly claim to be Spartacus, you don't.


    “"A man must not accept his fate. Or he will be destroyed by it." - Spartacus c. 103 B.C. - 71 B.C.”

    Spartacus has to hide from the evil team, otherwise they risk losing the game for good.

    Examples

    Cory is Spartacus and Maggie is the evil Merchant, having been turned by the Temptress. During the day Maggie publicly claims to be evil and guesses that Cory is Spartacus. Evil guessed Spartacus correctly and the game ends.

    Adrian is the Standard Bearer. During the day Adrian publicly claims to be evil and guesses a player as Spartacus. As Adrian is good, evil's guess is not used. During the same day Ifan, the Augur, publicly claims to be evil and guesses that Donna is Spartacus. Donna is the Physician, so Evil guessed Spartacus incorrectly and lose their guess for the rest of the game.

    How to Run

    On the first night, Spartacus might register as a Townsfolk.

    Each night, other than the first, if Spartacus has a I AM SPARTACUS! reminder token next to them, they might register as a Townsfolk. Otherwise, they register as an Outsider and as Spartacus.

    Each day, if an evil player publicly claims to be evil and chooses a player as Spartacus, place the GUESS USED reminder token next to Spartacus. If the player they chose was Spartacus, evil wins. If the GUESS USED reminder token was already next to Spartacus, that guess is not valid.

    If Spartacus is drunk or poisoned, their ability malfunctions and they register as an Outsider and as Spartacus. If an evil player publicly claims to be evil and chooses a player as Spartacus, whilst Spartacus is drunk or poisoned, the guess is still used. Place the GUESS USED reminder token next to Spartacus.

    If Spartacus is guessed by an evil player for the first time, having claimed Spartacus that day, the evil team still wins.

    The Storyteller may refuse to acknowledge a Spartacus guess if they feel the player is using it against their own will, and is being pressured by other players. The Storyteller can judge whether the player is purposely and with intent, with their team's best wishes in mind, making a Spartacus guess.

    During the day, listen to Spartacus. If picked by the Haruspex at night, after publicly claiming Spartacus that day, show the Haruspex a Townsfolk character that Spartacus is bluffing. If picked by the Haruspex on night one, show a Townsfolk character that is not a Demon bluff.

    Outsider

  20. Bad Omen

    You do not know you are a Bad Omen. You think you are a Townsfolk, but you receive false information. You might register as evil, even if dead.


    “"Beware the Ides of March." - Gaius Julius Caesar 100 B.C. - 44 B.C.”

    A Bad Omen thinks that they are a Townsfolk, they have no idea that they are actually a Bad Omen.

    Examples

    Edgard believes that they are the Sculptor, but they are actually a Bad Omen. Edgard is shown a player, their Sculpture, on the first night. During nominations their Sculpture nominates. That night, Edgard learns the false alignment of the nominated player.

    Merlin believes that they are the Centurion, but they are actually a Bad Omen. Merlin nominates what they believe to be an evil player and gets them executed in the hopes to instantly win the game for good. Because Merlin is a Bad Omen, and not actually the Centurion, the game continues as normal.

    How to Run

    During setup if the Bad Omen is in play add a Townsfolk to the bag instead of the Bad Omen token.

    If a player is a Bad Omen, place the IS A BAD OMEN reminder token next to the player. The player's ability malfunctions and/or receives false information. The player might register as evil to other abilities.

    A Bad Omen can detect anything but the truth. This can however be affected by misregistration – see the section Truth and Lies. Review what information is true, and then provide any information that is not that truth.

    The Physician ability overrides that of a chosen Bad Omen. A Bad Omen who has been chosen by a sober Physician receives true information.

    If a Bad Omen is drunk or poisoned their ability continues to malfunction, but they learn arbitrary information instead of it having to be false.

    A Bad Omen can register as evil, however they do not register as a Minion or Demon. Alignment misregistration is optional, but information given must always be false.

    TRUTH AND LIES True information in Fall of Rome is that which a sober and healthy character would receive. It is from the player's perspective however, not the Storyteller's, and so can be affected by misregistration.

    False information is anything other than true information. Work out what is true, including any misregistration, then give any other information.

    Players nominated by the Glykon must misregister as the opposite alignment. The Glykon themself and any Bad Omen might misregister their alignment. When giving false information to a Bad Omen, it is strongly advised not to misregister these characters when working out what information is true, unless there is a compelling reason to do so.

    Spartacus might misregister as a Townsfolk on night 1 or if the player claimed Spartacus. Generally the Storyteller should choose to do so, for example when deciding what is true for the Haruspex, the Merchant, or the Standard Bearer (including a Hannibal or Bad Omen who believes they are those characters).

    FURTHER EXAMPLES Joyce is a Bad Omen who believes she is the Trumpeter. During the day, five people claim Spartacus: Joyce herself, Cleopatra, and three good Townsfolk. The Storyteller decides not to register Joyce as evil, so the true information is 1. The Storyteller can give any number apart from 1 to Joyce.

    Alanna is a starting Bad Omen who believes she is the Sculptor. On night one she is woken and shown her sculpture, Verin. On day one, Verin nominates Gareth, the Centurion. Later that day Gareth nominates the Augur, and becomes another Bad Omen. That night, Alanna wakes to learn the alignment of Gareth. The Storyteller decides not to register Gareth as evil, so the true information is good. As a Bad Omen, Alanna falsely learns evil.

    On day two Verin again nominates Gareth. That night the Physician protects Alanna. The Storyteller again decides not to register Gareth as evil, so the true information is good. Because she is protected by the Physician, this time Alanna learns good.

    The Physician protects two players, one of whom is actually the Haruspex. That same night, the Haruspex chooses Tristan, who is Spartacus. Tristan claimed Spartacus that day, and the Storyteller decides to register Spartacus as the Vestal Virgin, the character Tristan was bluffing as. The Haruspex learns the Vestal Virgin, the true information after the misregistration is taken into account.

    Outsider

  21. Temptress

    On your 1st night choose two players: they learn that they were chosen. The 1st time one of them dies by execution, the other becomes evil that night.


    “"Nothing could part us in life, but now in death, we are likely to change places..." - Cleopatra VII Thea Philopator 69 B.C. - 30 B.C.”

    The Temptress seduces two players to join their team, however only one can become evil...

    Examples

    Maria is the Scholar and Kiera is the Sculptor. On the first night, the Temptress picks Maria and Kiera. That night, Maria and Kiera are woken separately and informed that they have been picked by the Temptress. On the third day during nominations, Kiera is executed and dies. That night, Maria turns evil.

    Paul is the Standard Bearer and Enzo is the Glykon. On the first night, the Temptress picks Paul and their fellow Minion Enzo. One day, during nominations, Enzo is nominated, executed and dies. That night, Paul turns evil.

    Patrick is the good Emperor, Gwen is Spartacus and Declan is the Blacksmith. On the first night, the Temptress picks Gwen and Declan. One day, during nominations, Declan is nominated and executed, but does not die as Patrick decides to overrule their execution. That night, Gwen does not become evil as Declan did not die by execution.

    How to Run

    On the first night, wake the Temptress and ask them to choose two players. Place the SEDUCED reminder token next to the two players. Wake the two players separately showing the 'This character selected you' card, then the Temptress token.

    If a player with the SEDUCED reminder token is executed today and died, remove their SEDUCED reminder token. That night, wake the player with the remaining SEDUCED reminder token. Show them the 'You are' card and then the thumbs down evil signal. They are now evil. Remove their SEDUCED reminder token and replace it with the EVIL reminder token.

    If the Temptress dies, remove the SEDUCED reminder tokens, if any.

    If the Temptress is drunk or poisoned, their ability does not work for that day. If a player with a SEDUCED token is executed whilst the Temptress is drunk or poisoned, remove the SEDUCED tokens. Neither player becomes evil.

    A dead player selected by the Temptress can still become evil, as long as they were killed by a means other than execution.

    Note that while choosing another Minion is a valid tactic, if the Temptress chooses themself and is executed, the other Tempted player will not turn evil as the Temptress ability is lost on death.

    Minion

  22. Haruspex

    Each night, choose a player: you learn their character. The 1st player you choose twice in this way, dies. [+ Spartacus]


    “"...but it is in and by means of piety and religion, and this especial wisdom of perceiving that all things are governed and managed by the divine power of the immortal gods, that we have been and are superior to all other countries and nations." - Marcus Tullius Cicero 106 B.C - 46 B.C.”

    The Haruspex learns a player and their character one day at a time. On a single occasion the Haruspex gets to kill a player that they have learnt.

    Examples

    Julia, Ellen and Wes are the Vestal Virgin, Trumpeter and Physician respectively. So far the Haruspex has chosen Julia, Ellen and Wes, and learnt their respective characters. On the fourth night, the Haruspex chooses Ellen. The Haruspex again learns that Ellen is the Trumpeter and Ellen dies.

    Max is a Bad Omen who believes that they are the Physician. At night, the Haruspex chooses Max and learns that they are a Bad Omen. A few nights later, the Haruspex chooses Max again as they believe that Max may have been changed into a Townsfolk by the Scholar. The Haruspex learns that Max is now the Actor and Max dies.

    How to Run

    During setup if the Haruspex is in play add the Spartacus character token to bag. Spartacus can either replace an Outsider or a Townsfolk.

    Each night, wake the Haruspex and ask them to choose a player. Place the FORETOLD reminder token next to the chosen player and show the Haruspex the chosen player's character. If the chosen player already has a FORETOLD reminder token, show the Haruspex that player's character. Swap the existing FORETOLD reminder token with the DEAD reminder token, the chosen player dies, then place the CAN'T KILL reminder token next to the Haruspex.

    If the CAN'T KILL reminder token is next to the Haruspex, the Haruspex can no longer kill any more players. The Haruspex is still woken to choose players.

    If a player is safe from the Demon when chosen for the second time by the Haruspex, the player still dies, as long as the Haruspex can kill.

    If the Haruspex is drunk or poisoned, they learn an arbitrary character for the chosen player. If the chosen player had a FORETOLD reminder token next to them, they do not die, but the CAN'T KILL reminder token is still placed next to the Haruspex.

    If the Haruspex picks a player with the Spartacus character token, and Spartacus has upheld their public claims of being Spartacus, register the player as a Townsfolk. During the day, in case this interaction happens, listen to the Spartacus player to see what Townsfolk they are bluffing. If they are bluffing a Demon bluff, show them as a different Townsfolk.

    Minion

  23. Glykon

    You might register as good. Until dawn, players you nominate register as the opposing alignment & if a Townsfolk, are also poisoned.


    ““When they went in, the thing, of course, seemed to them a miracle, that the formerly tiny snake within a few days had turned into so great a serpent, with a human face, moreover, and tame!” Lucian Of Samosata (125 B.C. – c 180 B.C.) on Alexander of Abonoteichus 'The False Prophet' ”

    The Glykon can misregister players and themselves, even poisoning good players in the process.

    Examples

    Travis and Stacey are the Standard Bearer and Scholar respectively. During nominations, Stacey nominates Travis. In their defence Travis states "the person who nominated today is evil". The same day the Glykon nominates Stacey. That night, Travis learns 'True' because Stacey is registering as evil.

    Duncan is the Trumpeter. During nominations, Duncan is nominated by the Glykon. Duncan is registering as evil to other abilities, and tonight they are also poisoned. They learn an arbitrary number pertaining to the number of evil players who publicly claimed Spartacus today.

    Charles and Alesha are Caesar and the Mortician respectively. During the day, one of Charles' neighbours is executed and dies. During the same nomination stage, the Glykon had nominated Charles. That night, Alesha learns that neither of the recently executed player's neighbours are evil. This is because one neighbour is good, and the other is the Demon misregistering due to the Glykon.

    How to Run

    If the Glykon nominates a player place the SNAKE BITE reminder token next to that player. That player misregisters as the opposite alignment. If that player is a Townsfolk, place the POISONED reminder token next to that player.

    At the end of the night, remove all SNAKE BITE and POISONED reminder tokens.

    Note that the misregistration of alignment for those nominated by the Glykon is mandatory, not optional. A Bad Omen nominated by the Glykon must register as evil.

    Minion

  24. Augur

    If a Townsfolk nominates you, they immediately become a Bad Omen.


    “"That everything in war and in peace, at home and abroad, was done only after taking the auspices?" - Titus 'Livy' Livius 59 B.C. - 17 A.D.”

    The Augur turns Townsfolk into Outsiders, specifically the Bad Omen.

    Examples

    Scott is the Gladiator. During nominations Scott nominates the Augur. Scott instantly becomes a Bad Omen. Scott does not learn this.

    Kelly is The Twins. During nominations Kelly nominates the Augur. Nothing happens as Kelly is an Outsider.

    Michael is the Trumpeter and Jenny is the Augur. During nominations Michael nominates Jenny. Michael instantly becomes a Bad Omen. That night, Michael learns false information.

    How to Run

    During nominations, if the Augur is nominated by a Townsfolk, place an IS A BAD OMEN reminder token by the player. They instantaneously become a Bad Omen.

    If the Augur is executed the same day a Townsfolk has nominated them, the Townsfolk still remains a Bad Omen. If the Augur dies, all players that have become a Bad Omen remain as a Bad Omen. If the Augur is drunk or poisoned and is nominated by a Townsfolk, nothing happens.

    Remember that the change is instantaneous and have it in mind when opening nominations. This is important if, for example, the Scholar nominates someone who has just nominated the Augur, as it may be the first Outsider they have nominated.

    Minion

  25. Cleopatra

    Each night, choose two players: if they nominate tomorrow, they die that night. Each day, if a good player (Travellers don't count) does not nominate, evil wins.


    “"Fool! Don't you see now that I could have poisoned you a hundred times had I been able to live without you!" - Cleopatra VII Thea Philopator 69 B.C. - 30 B.C.”

    Cleopatra selects two players: if they nominate tomorrow they die. If no one good nominates, evil wins.

    Examples

    At night, Cleopatra selects Reid and Tommy, who are the Sculptor and Merchant respectively. Tomorrow Reid nominates and that night Reid dies. The following day no good player nominates. After closing nominations and before execution, the Storyteller announces that the evil team have won.

    Mark is the Gladiator who has confirmed themselves to a good player, and most of town. Some players believe that Cleopatra is the in-play Demon and are reluctant to nominate, so town suggest that Mark, and only Mark nominates today. Mark nominates Jean, the Augur, and instantly becomes a Bad Omen. No other nominations are made today, and because of this, the Storyteller elects to register the Bad Omen as evil. Jean the Augur is due to be executed, but the game ends as Cleopatra is in play, and evil wins.

    How to Run

    Each night, wake Cleopatra and ask them to choose two players. Place the CHOSEN reminder token next to the two players.

    During the day, if a player marked with the CHOSEN reminder token nominates, replace the CHOSEN reminder token with a DEAD reminder token. That player dies tonight.

    If a player marked with a CHOSEN reminder token did not nominate today, remove the CHOSEN reminder token from the player.

    If no good players (excluding players that register as evil) nominated today, the game ends and the evil team wins. Check this condition when closing nominations, prior to executing anyone who is about to die.

    If Cleopatra chooses the Physician second and the 1ST DEMON token is not next to the Physician, take note of this for the following night. If both players die from Cleopatra, and the Physician chose the other person attacked, the Physician will still wake because the deaths occur in the order of selection. The numbered CHOSEN reminder tokens help to record the order of Cleopatra's choices.

    For Cleopatra's alternative win condition, you must take account of what alignment players register as, not just what team they are on or started on. The Storyteller should generally choose to register the Glykon as evil. There is no choice with players nominated by the Glykon. Whether the Bad Omen registers as good or evil is optional, as always.

    Demon

  26. Crassus

    Each night*, choose a player: they die. If the 1st Crassus publicly claims to be Spartacus & dies with 5 or more players alive, an evil player becomes Crassus.


    “"Those who aim at great deeds must also suffer greatly..." - Lucius Mestrius 'Plutarch' Plutarchus c. 49 A.D. - 119 A.D.”

    Crassus kills a player each night, and if caught is able to make a copy of themselves... albeit publicly.

    Examples

    Reggie starts the game off as Crassus. On the second night, Reggie chooses Malik, the Merchant. Malik dies. The following day, people believe that Reggie is evil as Malik was about to confirm Reggie's real role. Reggie had already publicly claimed Spartacus that day, and throughout nominations escapes execution. That night, Reggie chooses themselves, and dies. As they were the 1st Crassus to die and publicly claimed to be Spartacus today, a Minion becomes the new evil Crassus.

    Shane is the evil Blacksmith, after being turned by the Temptress. Before nominations, Crassus publicly claimed to be Spartacus. During nominations, Crassus is executed and dies. As they were the 1st Crassus to die and publicly claimed to be Spartacus today, Shane becomes the new evil Crassus.

    Before nominations, Crassus did not publicly claim to be Spartacus. During nominations, Crassus is executed and dies. As they did not publicly claim to be Spartacus today, good wins and the game is over.

    How to Run

    On Crassus' first night place the 1ST CRASSUS reminder token next to Crassus. If the 1ST CRASSUS reminder token is already on the grimoire, do not move it.

    Each night except the first, ask Crassus to choose a player. Mark the chosen player with the DEAD reminder token. They die.

    If there are five or more non-Traveller players alive and Crassus dies, check whether Crassus has both a 1ST CRASSUS reminder token and an I AM SPARTACUS! reminder token. If they do, an evil player becomes Crassus.

    If a new Crassus is created, wake them and show them a 'You are' card, then the Crassus token.

    A Bad Omen or Glykon-nominated player could in theory register as Evil and become Crassus if the first Crassus dies having claimed Spartacus, however this is not advised. They would become a good Crassus, and could kill themself to win.

    Demon

  27. Hannibal

    You think you are a good character, but you are not. Minions learn 3 bluffs. Each night*, a player might die. The 1st Hannibal to die, becomes good. [+1 Hannibal]


    “"I will either find a way or make one." - Hannibal 247 B.C. - c 182 B.C.”

    Hannibal believes that they are a good player but they are actually the Demon.

    Examples

    Ashley is Hannibal, but they believe they are the Trumpeter. Josh is also a Hannibal, but they believe they are the Mortician. Throughout the game they learn arbitrary information as they are not actually the Trumpeter or Mortician. On the second night, the Storyteller decides to kill two players, one for each living Hannibal. The Storyteller decided to do this to help balance the game, as a Minion was executed that day.

    Before the game starts and the character tokens are distributed, the Storyteller decides that they are going to run a Hannibal game. It is a 12-player game, so the normal distribution is 7 Townsfolk, 2 Outsiders, 2 Minions and a single Demon. As the Demon is Hannibal, the Storyteller swaps the Demon token for a good character. As the character Hannibal believes they are is predetermined, the Storyteller may choose to add an Outsider or Townsfolk. In this instance they add the Winemaker to the bag. Alongside the Winemaker, the Storyteller decides that the Actor is going to be a Hannibal. The Storyteller fills the bag and distributes the character tokens. Calvin pulls the Winemaker token and Rita pulls the Actor token. They are both actually Hannibal, but they do not learn this.

    On the first night, the Minions are woken together and are shown the Hannibal token. The Storyteller then points to Hannah and Sid. Both Hannah and Sid are Hannibal. During the first day's nominations Hannah puts themself forward to be executed to help gather Mortician information on their neighbours. Hannah is executed and the game continues. Hannah was the first Hannibal to be executed. That night, Hannah is woken and told that they are Hannibal and are now good. Sid is now the last living Hannibal and will remain evil for the rest of the game; they do not learn this. That same night, the Storyteller decides to kill a good player, and the game continues.

    How to Run

    Decide which characters are going to be Hannibal. If an Outsider is going to be Hannibal, add an extra Outsider token. If the Scholar will be Hannibal, do not add an extra Outsider token. Once all the tokens have been pulled from the bag, place the IS HANNIBAL reminder tokens next to the two players with the chosen characters. They are now Hannibal, the Demon, and evil; they do not learn this.

    On the first night during Minion information, when showing the Demon point to the players who have the IS HANNIBAL token next to their characters and show the Hannibal token. Show the other Minions as normal. Show the minions three not-in-play characters.

    On subsequent nights, a player might die for each living Hannibal. Place the DEAD reminder token(s) next to the chosen player(s). They die.

    If a Hannibal dies, that night wake the player and inform them that they are a good Hannibal.

    Hannibal registers as Hannibal, the Demon and evil (except the first Hannibal to die) to abilities despite the player believing that they are a good character.

    If an evil Traveller joins the game, they learn both the Demons. They also learn that the Demon is Hannibal. The evil Traveller does not learn the Minions.

    A Hannibal who believes they are the Blacksmith can be shown a not-in-play character token, as if targeted by the Demon, but be wary of doing so unless the group is very familiar with Fall of Rome. If a Hannibal who believes they are an Outsider is nominated by the Scholar, you can tell them they have been turned into a Townsfolk that night, but the Scholar retains their ability. If the Scholar's ability truly activates later, this is likely to reveal the Hannibal. Think twice before making a Hannibal an Outsider when there is a Scholar in play.

    A Hannibal who thinks they are a Gladiator will likely be swiftly discovered, unless there is a plausible reason for the ability not to function, such as being sat next to a Winemaker.

    If you want to choose which characters will be Hannibal after handing out tokens, the Gardener fabled should be in play. Be mindful of choosing characters that affect the Outsider count.

    HANNIBAL DEATHS The Storyteller has a lot of control through choosing the Hannibal deaths every night. Remember that this includes the option of zero or (if both Hannibals are still alive) up to two deaths. Hannibal is, in many ways, the hardest Demon for a Storyteller new to Fall of Rome. If in doubt, begin by mimicking a potential Cleopatra by killing only players that nominated. Remember that you can kill evil players as well as good players. Generally this will help the good team, but not always. Killing an evil player may make them seem more trustworthy.

    The time may come for the Hannibals to turn on each other. The Storyteller should not normally leave both Hannibal players alive for the whole game. If neither Hannibal has been executed, the Storyteller should normally kill one Hannibal at night, so that only one is alive on the final day. The "discovery" of a player finding out they are Hannibal is part of the experience, and it allows for a final day with more agency given to the players. There are some exceptions to this. In particular, if only evil players are alive, end the game and allow both Hannibal players to win with the evil team.

    Attribution

    Hannibal was awarded the 4th place trophy in the Unofficial's "Custom Demon Contest".

    Demon

  28. Caesar

    Each night*, choose a player: they die. The 1st time an evil player dies by execution, that night, choose an additional player: they die.


    “"I came, I saw, I conquered." - Gaius Julius Caesar 100 B.C. - 44 B.C.”

    Caesar kills a player each night, and the first time an evil player died by execution today, they kill another.

    Examples

    Amir is the Vestal Virgin. At the end of nominations, Amir is executed and dies. At night, Caesar chooses a player, who dies. During the second day, Olivier is executed and dies. Olivier was the evil Haruspex. That night, Caesar is woken and prompted to choose two players. Both chosen players die.

    Jenna is the evil Mortician, having been turned by the Temptress. At the end of nominations, Jenna is executed and dies. At night, Caesar is prompted to choose two players, who die. Because Jenna turned evil before they were executed, they granted Caesar an extra kill in the night.

    How to Run

    The first time an evil player is executed and dies, place the BETRAYAL reminder token next to Caesar.

    Each night other than the first, if there is no KILL USED reminder token next to Caesar and an evil player died by execution today (shown by the BETRAYAL reminder token), ask Caesar to choose two players. Mark the chosen players with the DEAD reminder tokens. They die. Place the KILL USED reminder token next to Caesar.

    Otherwise, ask Caesar to choose a player. Mark the chosen player with the DEAD reminder token. They die.

    If a good player was nominated by the Glykon and executed that day, and they are the first 'evil' player to be executed, Caesar gets an extra kill that night. If a Bad Omen was executed that day, and they could be the first 'evil' player to be executed, you may choose to give Caesar the extra kill, or not. If the latter, do not place the BETRAYAL reminder token next to Caesar.

    If Caesar becomes the in-play Demon the same day an evil player is executed for the first time, place the BETRAYAL reminder token next to Caesar. This is a retroactive action.

    Caesar's second kill happens the first time an evil player dies by execution, not just minions. This includes a good player nominated by the Glykon (who registers as evil), and might include a Bad Omen if you choose to register them as evil.

    Demon

  29. Mercenary

    Each night*, gain the ability of a player who publicly claimed Spartacus today. If a Mercenary is exiled, you are exiled too. [+1 Mercenary of opposing alignment]


    Mercenaries gain abilities dependant on the town's claims, however if one is exiled the other is too.

    Examples

    Evie and Chris are the good and evil Mercenaries respectively. On the first day Helen the Physician and Brandon the Haruspex publicly claim to be Spartacus, that night Evie gains the Physician ability and Chris gains the Haruspex ability. The following day, Elwyn the Winemaker publicly claims to be Spartacus. That night both Evie and Chris gain the Winemaker ability replacing the abilities they gained yesterday. On the third day, Chris is nominated for exile and gathers enough votes. Both Evie and Chris are exiled simultaneously.

    How to Run

    Each night, except from the first, place the GOOD ABILITY reminder token next to a player with an I AM SPARTACUS! Fabled reminder token. Wake the good Mercenary and show them the character token of the player with the GOOD ABILITY reminder token; the good Mercenary has that ability until they receive a new ability during the following night. Complete the same process for the evil Mercenary, this time using the EVIL ABILITY reminder token.

    If one of the Mercenaries is exiled, exile the other Mercenary simultaneously.

    If one of the Mercenaries is killed in the night, the other does not die simultaneously. Either Mercenary can still be exiled, and the other will still be exiled simultaneously.

    The Mercenaries are designed for two people who arrive late or expected to leave early together. Do not assign this role to people who are expected to leave at different times.

    That being said, not everything can be predicted. If one Mercenary travels away whilst the other still wishes to play, the recommended action is to exile the remaining Mercenary but otherwise keep them in the game.

    VARIANT MERCENARIES Note that unlike other Travellers, the Mercenaries wake at the end of the night. Optionally, you can wake the Mercenaries with the other Travellers. If doing so and a Mercenary uses a public role like Actor, Standard Bearer, or Gladiator, and tonight gets that role, retroactively give the Mercenary the information pertaining to their public action that day or wake them for a duel. If they receive a public role and did not make a public action that day, do not wake them for that ability. This variation is more complex to run as a Storyteller, and more chaotic, as the Mercenaries must preemptively make claims hoping to gain the abilities.

    Either way, make clear to your players how you are running the Mercenaries, at the start of the game or when they travel in.

    Traveler

  30. Architect

    Each night*, choose a player: 1) they become a not-in-play character of the same type, or 2) they swap characters with a player of the same type.


    “"I found Rome a city of bricks and left it the city of marbles." - Caesar Augustus 'Octavian' 63 B.C. – 14 A.D.”

    The Architect swaps or replaces player tokens at night.

    Examples

    Nyla and Bruce are the Actor and Standard Bearer respectively. At night, the Architect chooses Nyla. Nyla and Bruce's character tokens are swapped. They are woken separately and show their new character token.

    Jack is Cleopatra. At night, the Architect chooses Jack. Jack's character token is replaced with the Caesar token. Jack is woken and shown that they are now Caesar.

    Merlyn and Margarita are both Bad Omens who believe they are the Centurion and Mortician respectively. At night, the Architect chooses Merlyn. Merlyn and Margarita's character tokens are swapped. As they are both actually Bad Omens the Storyteller wakes Merlyn and shows him the Gladiator character token. The Storyteller then wakes Margarita and shows her the Legionary character token. They each believe they are the new role, but they are both actually Bad Omens.

    How to Run

    Each night, but not the first, wake the Architect and ask them to choose a player. Place the REDESIGNED reminder token next to that player. Place an additional REDESIGNED reminder token next to a player of the same character type, or choose not to;

    If only 1 REDESIGNED reminder token is on the grimoire, replace the character token of that player with a not-in-play character of the same type. Wake the player and show them the 'You are' card, then shown them their new character token.

    If 2 REDESIGNED reminder tokens are on the grimoire, swap the character tokens of those two players. Wake each player separately and show them the 'You are' card, then shown them their new character token.

    Traveler

  31. Sibyl

    Each day, after the 1st execution, you may publicly choose a dead player: they may nominate. If the majority of the dead and yourself agree, they are executed.


    “To such a degree will I be changed that I will be visible to no one; but I will be recognized by my voice. And with my voice, to you, I give a second chance.”

    The Sibyl consults with the dead, letting them nominate and execute players.

    Examples

    Talia and Murphy are the Sculptor and Legionary respectively. On the first night, Talia is woken and shown that Murphy is their 'Sculpture'. Over the course of the game Murphy dies during the night. The same night Jamie, the good Sibyl travels in. The next day Jamie, after the 1st execution, chooses Murphy. That day Murphy is able to nominate and does so. Talia will receive new information tonight as their 'Sculpture' Murphy nominated a new player.

    Sophia is the Glykon. On the first day Sophia was executed and dies. The Sibyl, after that execution then picks Sophia. Sophia nominates a good player, but neither Sophia nor the Sibyl decide to vote on it. The good player is not executed nor are they affected by the Glykon's ability, as Sophia was dead when they nominated.

    How to Run

    The majority required is equal to half the number of dead players and the Sibyl. The Sibyl themself does not have to agree if the votes from the dead reach the majority.

    Note that the Mortician will gain information from every execution (see the Mortician entry), so is a more powerful role than normal when the Sibyl is in play.

    Attribution

    Original Character concept by Kohav. Many thanks to them for giving the green light to bringing it to Fall of Rome!

    Traveler

  32. High Priest

    Each day, publicly choose a unique living player to bless: if a majority of players agree, something good happens to them.


    “"To ignore the signs of the gods is itself to deny their very existence." - Marcus Tullius Cicero 106 B.C. – 43 B.C.”

    The High Priest can bless players, bringing good fortune to that player and their team.

    Examples

    Antonio is a Bad Omen who believes they are the Trumpeter. During the day the High Priest chooses to bless Antonio. The town vote and a majority is met, Antonio is blessed. To bless Antonio, the Storyteller removes the BAD OMEN reminder token, so that Antonio will receive true information.

    Anne is the Temptress. During the day the High Priest chooses to bless Anne. The town vote and a majority is achieved. After being blessed by the High Priest, Anne's Demon is executed and dies, however the game continues. The Storyteller wakes Anne and shows her the 'You are' followed by the Cleopatra token. The Storyteller made Anne the new Demon.

    Laurel is the Blacksmith. During the first day the High Priest chooses to bless Laurel. The town vote and Laurel only receives 2 votes. The next day the High Priest tries to bless Laurel again, the Storyteller informs the High Priest that this is not possible as Laurel was picked yesterday even though they were no successfully blessed.

    How to Run

    Each day, if the High Priest chooses to bless a player, announce to the town that there will be a vote. Start the vote on the chosen player, dead players may vote and do not require a ghost vote to do so. If a majority voted place the BLESSED reminder token next to the chosen player, otherwise place the FAILED reminder token. That player cannot be selected again by the High Priest. The effect of the blessing is up to the discretion of the storyteller, inherently it should help the player and/or their team.

    If the High Priest chooses a player that they have already blessed or tried to bless, ask the High Priest to choose a different player.

    There are two High Priest variants available for players. Only one type of High Priest can be in a game of Fall of Rome.

    The Pontifex Maximus leads to a more chaotic and random version of Fall of Rome. The Storyteller can freely use the High Priest to provide good or evils players, when blessed, a large range of 'good' things, in instances leading to untraceable games.

    The Pontiff provides for a more solvable, information-centric contribution, with the added ability for the High Priest to choose whether the blessed players receive true or false information.

    Traveler

  33. High Priest

    Each day, publicly choose a unique living player to bless: if a majority of players agree, tomorrow they may learn a statement. Tonight, choose if it’s true.


    “"Deny everything, burn the records, say these are lies, anything not to recognise that gods look after our human affairs." - Marcus Tullius Cicero 106 B.C. – 43 B.C.”

    The High Priest can bless players, bringing good fortune to that player and their team.

    There are two High Priest variants available for players. Only one type of High Priest can be in a game of Fall of Rome.

    The Pontifex Maximus leads to a more chaotic and random version of Fall of Rome. The Storyteller can freely use the High Priest to provide good or evils players, when blessed, a large range of 'good' things, in instances leading to untraceable games.

    The Pontiff provides for a more solvable, information-centric contribution, with the added ability for the High Priest to choose whether the blessed players receive true or false information.

    Traveler

  34. Emperor

    Each day, choose the 1st execution's outcome. If you choose to protect today's execution: they survive. Otherwise, tonight you learn their alignment.


    “Which death is preferable to every other? The unexpected.”

    The Emperor decides the outcome of the executions, with a thumbs up or a thumbs down.

    Examples

    Patrizia is a Bad Omen who believes they are the Standard Bearer. During the day they are nominated and executed, before the execution goes through the Storyteller calls upon the Emperor. The Emperor places their hand out, and shows a thumbs down. Patrizia is executed and dies. That night, the Emperor learns that Patrizia is evil as they are falsely registering as a Bad Omen.

    Gary is Crassus. During the day they are nominated and executed, before the execution goes through the Emperor decides to save Gary by placing their hand out with a thumbs up. Gary is executed and does not die, and the game continues.

    How to Run

    Each day, before the execution goes through ask the Emperor whether they will overturn the execution (thumbs up), or go through with the execution (thumbs down). If they overturn the execution the player executed does not die. the game continues and everyone goes to sleep.

    Each night, if the Emperor went through with todays execution (thumbs down), wake the Emperor, they learn their alignment. If good, tell them 'good' (thumbs up) otherwise tell them 'evil (thumbs down).

    Traveler

  35. "I Am Spartacus!"

    Each day, up to half the living players (rounded up & Travellers don’t count) may publicly claim to be Spartacus.


    “"The ego cuts deeper than the flesh." - Spartacus c. 103 B.C. - 71 B.C.”

    Living players may publicly stake their claim as Spartacus each day.

    Examples

    Mack is Spartacus. During the day, Mack publicly claims to be Spartacus. The Storyteller places the I AM SPARTACUS! reminder token next to Spartacus. Spartacus' ability condition is met, and they might register as a Townsfolk.

    Gary is Crassus. During the day, Gary publicly claims to be Spartacus. The Storyteller places the I AM SPARTACUS! reminder token next to Crassus. Crassus' ability condition is met, if they die today or tonight, a living evil player becomes Crassus.

    How to Run

    At the start of the day, remove all I AM SPARTACUS! reminder tokens, if any.

    During the day, if a player publicly claims to be Spartacus place the I AM SPARTACUS! reminder token next to that player.

    Only up to half the living players (rounded up and not counting Travellers) may publicly claim to be Spartacus.

    Players may ask the Storyteller during the day who has publicly claimed to be Spartacus so far. This is public information that the Storyteller can divulge. It is recommended that Storytellers make it clear when and where players may claim to be Spartacus. It is suggested that players do so within the main Town Square (seating area) and publicly, with all players (and the Storyteller) in earshot.

    Mechanical Spartacus claims are a large part of the game. The Storyteller should emphasise this at the start of the game, and reiterate that they are happy to state who has claimed Spartacus each day when asked. The Storyteller should also inform players how many mechanical claims are left.

    Consider using physical markers visible in the Town Square to show who has claimed Spartacus. If physical markets are not available, other alternatives like flags and hats are a fun way to show who has claimed Spartacus today.

    If someone with a visual impairment is playing, state this information audibly directly before calling for nominations, and again whenever requested.

    Make clear to the players that you will not be able to confirm Spartacus claims from previous days, only the current day, or the immediate prior day before allowing new Spartacus claims. The Trumpeter or anyone else who cares about this information will need to try to remember it.

    Fabled

  36. Night Order

    First Night

    Hannibal
    Temptress
    Cleopatra
    Haruspex
    Winemaker
    The Twins
    Physician
    Sculptor
    Vestal Virgin
    Legionary

    Other Nights

    Scholar
    Temptress
    Mercenary
    High Priest
    High Priest
    Architect
    Emperor
    Winemaker
    The Twins
    Physician
    Cleopatra
    Crassus
    Hannibal
    Caesar
    Haruspex
    Blacksmith
    Gladiator
    Sculptor
    Vestal Virgin
    Legionary
    Trumpeter
    Mortician
    Standard Bearer
    Actor
    Merchant
  37. this almanac generated using Bloodstar Clocktica