Advocate: A Career for Mongoose Traveller
This was the featured article in the May/June 2025 issue.
- advocate
- noun
-
- a person whose profession is to plead causes in courts of law; any lawyer;
- generally, a person who pleads, intercedes, or speaks for another
- a person who speaks in favour of or for a proposal
- verb
-
- to plead in favour of, defend; recommend publicly
- act as an advocate for
- New Shorter Oxford English Dictionary
Introduction
The Third Imperium is known for its hands-off approach to worlds and their laws – from the legal systems in place to the actual levels of law that apply on planets. The famous phrase is ‘ruling the space between the worlds’. However, for interstellar commerce to function well there needs to be some recourse to legal approaches aside from the quasi-legal trade wars that can cause untold damage, injury and even loss of life. Particularly at the boundaries of worlds and interstellar space, the Advocate skill is a useful ability and those who have trained hard to gain such skill and passed the relevant qualifications are in great demand and can often command good fees.
These brief notes aim to provide Referees with some guidance if their players are interested in exploring their Advocate skill and encountering anything from the seamier side of life to the high drama of courtroom showdowns challenging the very notion of justice. Whether they can handle the truth may become pivotal.
Note that the author is not a lawyer and doesn’t play one in a role-playing game (yet). The rules presented here are based on the legal system of England & Wales but may provide inspiration for Referees or offer a variation to what is known locally.
Starting with a pre-career addition to university and military academy options, potential advocates can go through Pupillage to ‘pass the bar’ and gain the qualifications and recognition necessary to practise law. A table of pre-career events aimed at such pupils is suggested although the standard one from the Core Rulebook can also be used if preferred. Four Inns of Court (equivalent to a U.S. “Bar association”) are suggested. They provide support for pupils going through the training.
Five Chambers (equivalent to a U.S. “law firm” or legal partnership) are described should players wish to join a law firm rather than strike out on their own. This could well determine the kind of adventure the Referee and and any player(s) might want to pursue. Chambers might provide for more ‘direction’ for PCs or they may be looking for independently minded troubleshooters with a wide or loose brief. Self-employed Advocates, may have a freer hand in their choice of case or investigation.
Finally, four short adventure seeds are suggested for an advocate or an advocate and a colleague or friend or two.
Referees should be clear in their minds how their setting has the Third Imperium and local law systems interacting and although this is inspired by the system here in England & Wales, should be easy to adjust to any local sensibilities – or indeed, might provide a slightly off beat ‘we’re not in Kansas’ style, for those used to other legal jurisdictions.
Pupillage
- pupillage
- Noun (Law)
-
- Apprenticeship to a member of the Bar, qualifying a barrister to practise independently.
- New Shorter Oxford English Dictionary
Pupillage training prepares aspiring barristers for practice through a structured programme providing skill development, practical experience, mentorship and financial support. Typically they will give real advocacy experience and an understanding of professional development (such as ethics and standards). Pupillage bridges the gap between academic study and the realities of a professional career at the bar and is often a pathway to securing a tenancy in Chambers. Some Chambers explicitly design their pupillages to train pupils to become tenants.
Admission: | EDU 8+ |
Character should choose an Inn to join | |
DM +1 if University or Service Academy graduate | |
DM +1 if SOC 8+ | |
DM -1 for each 2 terms spent in other careers (do not count University or Service Academy terms) | |
Apply the following changes: | |
+1 EDU | |
Skills: Either ADVOCATE 1 and two skills from the list below at level 0, or PERSUADE 1, ADVOCATE 0 and one skill from the list below at level 0. NOTE: If the character has any of the chosen skills previously (e.g., from Background or from University), apply +1 to those skills instead, and any new skills chosen (from the list below) are at level 0. | |
Success: | INT 9+ |
On success, apply the following changes: | |
+1 EDU | |
Skills: +1 to the skills chosen earlier. | |
If 11+ is rolled, the character has a Boon on QUALIFICATION in the branch of the Advocate Career that matches the chosen Inn of Court. | |
Skill List: | Admin, Art (any), Deception, Diplomat, Electronics (any), Gambler, Investigate, Language (any), Persuade, Profession (any), Streetwise |
Pupillage Events | |
---|---|
2D | Event Description |
2 | Your skills draw the attention of the local criminal underworld. Enter your career at Rank 2 BUT only after serving one term as Prisoner. |
3 | You have a mentor who is a serious bully. END -1. |
4 | Your Inn is embroiled in a scandal. Roll SOC 8+ to avoid being implicated. If you succeed, gain SOC +1 or Streetwise 1. If you fail, gain an Enemy. If you roll 2, you fail your bar exams and must train for a further 2 years with SOC -1 |
5 | You take advantage of your Inn’s social facilities as much as their training support. Gain Carouse 1 |
6 | You become involved in a tightly knit clique or group and make a pact to remain friends forever, wherever in the galaxy you may end up. Gain D3 Allies |
7 | Life Event. Roll on the Life Events table (see Core Rulebook, p.46) |
8 | You are appointed a Mentor who is a cut above average. Their supervision accelerates your learning and provides a useful contact. Gain Advocate +1 and a Contact |
9 | You develop a healthy interest in a hobby or other area of study. Gain any skill of your choice (except Jack-of-All-Trades) at level 0. |
10 | You connect with senior Advocates in a professional network. Gain D3 Contacts and Steward 1 |
11 | You assist in a high profile case which gains notoriety. Gain SOC +1 and a Contact within the legal profession. If the case was pro bono (roll 10+), gain Streetwise 1 |
12 | You assist in a high-profile case and make your name for a clever legal tactic. Increase SOC +1 and receive Cr1000 |
Inns of Court
Inns of Court are voluntary societies that provide educational support and facilities to their members. One must be joined at least 12 weeks before starting the Bar course but it is highly advisable to do so sooner.
Some Inns provide financial assistance in the form of scholarships and bursaries. Inns can be a great source of advice and information on all aspects of becoming an Advocate. They tend to offer similar services, but differ in atmosphere, administration or focus.
Pupils are expected to attend at least 2D6+6 qualifying sessions at their Inn; some of these may be through dining events which promote socializing within the profession and give opportunities to meet fellow pupils and other members of the Bar including Advocates and Judges. The Referee and Player choosing this path, may wish to identify two or three of these events to note in a biography or even to role play.
Temple of the Vigilant Star
Known for its focus on interstellar trade law and arbitration.
Motto: “By the light of justice, we prevail.”
Grayspire Hall
A traditional institution specializing in criminal defence and ancient legal precedents.
Motto: “Truth stands unbroken.”
Orbital Forum of Lex Magna
A cutting-edge institution focused on modern jurisprudence and AI-legal interface cases.
Motto: “Where reason guides the stars.”
Sable Enclave
Elite and secretive, this Inn trains advocates for high-profile and politically sensitive cases.
Motto: “For the chosen, the burden is light.”
Advocate Career
Individuals representing clients who might be individuals, corporations or other organizations.
Qualification: | EDU 8+ |
DM -1 for every previous career. | |
Characters whose Success roll in Pupillage is 11+ receive a boon on qualification roll if they joined the indicated Inn. | |
Assignments: | Choose one of the following: |
Corporate Advocate: You specialize on
the legal aspects of business and commerce, including
banking, finance, insolvency and contract law. Boon for characters from any Inn except Greyspire Hall. |
|
Street Advocate: You represent the
poor and marginalized of society, often operating in
community settings rather than traditional legal
offices. Boon for characters from Greyspire Hall or Sable Enclave. |
|
Criminal Advocate: You specialize in
the defence or prosecution of individuals accused of
crimes. Boon for characters from Greyspire Hall. |
Career Progression | ||
---|---|---|
Assignment | Survival | Advancement |
Corporate | EDU 6+ | SOC 7+ |
Street | INT 7+ | END 7+ |
Criminal | INT 7+ | EDU 7+ |
Skills & Training | |||
---|---|---|---|
1D | Personal Development | Service Skills | Advanced Education (Edu 10+) |
1 | DEX +1 | Drive | Art |
2 | END +1 | Flyer | Diplomat |
3 | Carouse | Streetwise | Language |
4 | Gambler | Admin | Electronics (computers) |
5 | Drive | Investigate | Science |
6 | Athletics (endurance) | Advocate | Advocate |
Assignment skills | |||
---|---|---|---|
1D | CORPORATE | STREET | CRIMINAL |
1 | Admin | Melee | Art (performer) |
2 | Investigate | Gun Combat | Investigate |
3 | Electronics (computers) | Streetwise | Electronics (computers) |
4 | Broker | Medic | Persuade |
5 | Deception | Language | Gambler |
6 | Steward | Profession | Tactics (legal) |
Mustering Out Benefits | ||
---|---|---|
1D | Cash | Benefits |
1 | Cr5,000 | 2 Contacts |
2 | Cr10,000 | Ally |
3 | Cr10,000 | INT +1 |
4 | Cr50,000 | EDU +1 |
5 | Cr50,000 | SOC +1 |
6 | Cr100,000 | 5 Ship Shares |
7 | Cr200,000 | TAS Membership |
Rank and Benefits | |||
---|---|---|---|
Rank | Corporate | Street | Criminal |
0 | |||
1 | Admin 1 | Melee 1 or Gun Cbt 1 | Investigate 1 |
2 | |||
3 | Language 1 | Persuade 1 | |
4 | Carouse 1 | ||
5 | |||
6 | Broker 1 | Tactics (legal) 1 | Leadership 1 |
Mishaps | |
---|---|
1D | Description of Mishap |
1 | Severely Injured (this is the same as a result of 2 on the Injury table). Alternatively, roll twice on the Injury table and take the lower result. |
2 | You are assaulted going to or from Chambers. Gain an Enemy. Roll STR 7+ to avoid a roll on the Injury table. |
3 | A difficult case brings your Chambers into disrepute. Lose 1 SOC. |
4 | The loss of an important case has financial implications. Lose one Benefit roll on the Cash table. |
5 | Your head of Chambers is engaged in illegal activity. Join in the enterprise ad gain them as an Ally, but you are ejected from this career before the end of the term. Coöperate with a police investigation and gain an Enemy and lose a Benefit roll. |
6 | Injured. Roll on the Injury table (p.49 of Core Rulebook Update 2022). |
Events | |
---|---|
2D | Description of Event |
2 | You become aware of an ethical dilemma within your Chambers. You must choose whether to report what’s going on or let it slide. If you choose to report what’s going on, gain an Enemy and lose a Benefit roll; if you choose to let it go, gain an additional Benefit roll but roll on the Mishap table. |
3 | You are assigned a gruelling case requiring long hours and intensive research. This pushes your skills to the limit. Gain either Admin +1, Advocate +1, Investigate +1, or Streetwise +1. Using the skill chosen, roll a skill check. If you succeed, the case succeeded and you gain DM +2 for your next Advancement roll. If you fail, DM -1 for your next Survival roll. |
4 | A senior advocate takes you under their wing and provides extra guidance. This accelerates your learning and provides a useful Contact. Gain a level in any one skill already possessed. |
5 | You get drawn into a political dispute. Gain Persuade +1 and a Rival. |
6 | You get caught up in a bureaucratic nightmare involving administrative delays; you are forced to use your skills to navigate the complex system. Roll 1D: on 1-4, gain Admin +1; on 5-6, gain Streetwise +1. |
7 | Life Event. Roll on the Life Events table (p.46 of Core Rulebook Update 2022). |
8 | You assist in a high-profile case which gains notoriety but also involves a high-profile social gathering. Gain a Rival, a Contact, and SOC +1 |
9 | You make a crucial discovery that significantly impacts the case your are part of. Gain Investigate +1. |
10 | You encounter a legal problem that is highly challenging, but the outcome results in a valuable learning experience. Gain Admin +1 or Advocate +1. |
11 | You are betrayed by a colleague and must rely on your skills to deal with the consequences. Roll a skill check on any one skill you possess. Fail and gain an Enemy (legal profession); succeed and gain an Ally or DM +1 on a Benefit roll. |
12 | You experience a resounding victory in court and your abilities as an Advocate are rcognized. Gain Diplomat +1 or DM +4 on your next Advancement roll. |
Chambers
Once pupils have passed the bar and going into the career outlined above, they may want to join Chambers. Here are four possibilities to apply to.

The Lagrange Collective
Specialization: TLC specializes in legal matters related to space-based commerce, resource rights in asteroid and planetoid belts, and contractual interstellar corporations.
Culture: Known for a collaborative environment, where members work together on cases, sharing knowledge and expertise. TLC encourage innovative legal arguments and are always looking for new precedents to apply to the unique challenges of stellar system law.
Structure: TLC offers structured pupillages where pupils rotate between different mentors specializing in various aspects of space law. The second year is focussed on advocacy in simulated or real legal settings on space stations, orbital habitats or colony worlds.
Recruitment: TLC seeks applicants with a strong intellectual background and a passion for space-related issues. A background in engineering or physics is preferred but not required. Candidates are assessed for the ability to think critically and argue persuasively on novel legal topics as well as having strong analytical skills.
Location: The Collective has offices on several worlds and highports across the Spinward Marches, with a main office located at Rhylanor.
Pupillage Award: The Collective offers a generous pupillage award of Cr80,000 per year.

The Jump Point Advocates
Specialization: This chamber focuses on transportation law, especially disputes related to Jump drives and the use of 100-diameter+ space. They handle a wide variety of cases, including astrogation accidents, licensing of Jump routes and intellectual property disputes related to new drive technologies.
Culture: The Advocates pride themselves on their high standards of professionalism and meticulous approach to law. They emphasis thoroughness and strive for precision in their legal arguments. They value practical experience as well as theoretical expertise and interviews will be wide ranging and not purely academic.
Structure: Pupillages at JPA are known to be demanding, but provide excellent training in all aspects of interstellar law. Pupils are giving a range of responsibilities from day one and are mentored closely be experienced barristers.
Recruitment: The Advocates seek applicants with strong analytical and research skills, as well as some technical knowledge of Jump drive operation and astrogation. They also value a keen interest in transportation law and the complexities of interstellar travel.
Location: Their main office is on Peridot in Trojan Reach Sector with smaller offices in various starports across space Behind the Claw.
Pupillage Award: Jump Point Advocates offer a pupillage award of Cr65,000 per year.

The Xenocultural Jurisconsults
Specialization: The Jurisconsults specialize in interspecies law and cultural understanding, dealing with unique legal cases arising from interactions between various sentient species. Their cases range from contract law, where parties are from different cultures, to complex matters of governance and the protection of endangered species.
Culture: This chamber emphasizes understanding, tolerance and respect for different cultures. They encourage their barristers to study xeno-linguistics, xeno-anthropology and other related fields to ensure their clients are represented with cultural sensitivity. They believe strongly in the ethical application of law in a complex, interspecies setting.
Structure: Pupillages at the Xenocultural Jurisconsults are designed to provide practical experience through involvement in ongoing cases and research into alien cultures, with an advocacy training programme as well. Their focus is on real-world cases, emphasizing the importance of direct interaction with different species in practical settings.
Recruitment: Applications should have a strong interest in interspecies relations, couple with excellent legal and research abilities. Previous experience working with different cultures is an asset, but not a requirement. They seek candidates with open minds and empathy who can navigate complex social and cultural dynamics.
Location: The Jurisconsults have their main office in Core sector with various offices on key border worlds with the major polities and in or near worlds with high populations of minor races throughout the Imperium.
Pupillage Award: The Jurisconsults offer a pupillage award of Cr55,000 plus opportunities for performance-based bonuses.

Hautboy & Shawm
Specialization: H&S specialize in archaic, and some would say, arcane legal jurisdictions that may even predate the Third Imperium. Their focus on disputes between settlers and older colonies or indigenous peoples have put them at the forefront of conflict resolution. They are rare in being Chambers which as well as their legal teams, employ armed military units for both protection and enforcement.
Culture: H&S have a reputation for a relaxed atmosphere but this belies an attention to detail that has caught many an opponent unprepared. Some might call their language fustian, they would say it is precise and exact.
Structure: Pupillages are not without risk and for those who want to be in the thick of things, there can be plenty of opportunities. Pupils will have the chance to be hands-on the first day and have a wide range of mentors with long experience to guide them.
Recruitment: H&S are looking for pupils with good academic credentials combined with a ‘can do’ attitude and an ability to take the long view. Some facility with language learning is a requirement.
Location: H&S are concentrated in the Spinward Marches and have a headquarters at Glisten but have been expanding and looking at opportunities in Foreven Sector.
Pupillage Award: The Chambers offer a pupillage award of Cr85,000 per year with repatriation and injury benefits possible extras.

The Borderland Legalists
Specialization: This chamber focuses on law enforcement, criminal defence and civil matters in the less settled parts of Charted Space. They represent a diverse clientele, from settlers and prospectors to corporations engaged in resource exploitation.
Culture: The Legalists pride themselves on their practical approach to law and their ability to adapt to the often chaotic environment of frontier or non-aligned worlds. They are known to be self-reliant and able to work under pressure in difficult circumstances. They are dedicated to ensuring the availability of legal representation to those who need it, even in the most remote areas of the Imperium and beyond.
Structure: Pupillages are demanding, involving not only legal research and writing, but also trips to often distant worlds which helps to put into context the problems that they may be working on. The second year focusses on advocacy in a variety of frontier settings, from temporary space stations to makeshift courtrooms.
Recruitment: The Legalists seek candidates with strong practical skills and experience in less settled or rural areas. They value those who are not afraid of challenges, and are able to adapt to novel situations. They need an appreciation for the unique challenges faced by those on the edge of Charted Space.
Location: They have mobile offices that move from settlement to settlement and an administrative base located on a station in Corridor.
Pupillage Award: The Borderland Legalists offer a pupillage of Cr45,000 with a performance-based bonus system. They also offer stipends for extra work or travel.
For further reference:
The Beginner’s Guide to a Career in Law 2025
Editor’s note: Mr Collinson insists that he received a lot of help from Jeff Zeitlin in formulating and clarifying some of the details of the Pupillage section, and wishes to acknowledge this. Mr Zeitlin doesn’t necessarily agree that his role extended beyond what a good editor would do, but accepts Mr Collinson’s thanks.