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Reputation

Reputation

Faction standing, crime, bounties

Reputation

Commands:
  /rep                       Show faction standings
  /bounty                    Show active bounties on you
  surrender                  Surrender to guards
  pay bounty                 Pay off your bounty
  read sign (at tavern)      View bounty board quests
  accept bounty <number>     Take a bounty board quest

Topics:
  ?reputation factions        Faction list and thresholds
  ?reputation crime           Bounty, surrender, jail
  ?reputation bounty          Bounty board quests
  ?reputation unlocks         Per-faction tier benefits
  ?reputation threats         Creature threats and prices
  ?reputation blackmail       Leverage, extortion, demands
  ?reputation gossip          World news and rumors

Reputation — Factions

Faction list, thresholds, price modifiers

Reputation — Factions

Factions:                     Modified by:
  Town Guard                  Quests, stealing, crime
  Merchants Guild             Buying and selling
  Thieves Guild               Successful theft
  Velvet Curtain              Tipping generously
  Temple of the Dawn          Getting healed

Standing thresholds:
  hostile     < -50
  unfriendly  -50 to -10
  neutral     -10 to  10
  friendly     10 to  50
  honored     > 50

Shop price modifiers:
  hostile     +50%
  unfriendly  +20%
  neutral       0%
  friendly    -10%
  honored     -20%

Reputation — Crime

Bounty system, surrender, jail

Reputation — Crime

Getting caught stealing adds a bounty to your
record in the current town (25g per offense).

/bounty                 View your bounties
pay bounty              Pay off bounty at a guard
surrender               Give up to hostile guards

Surrender: you pay a fine (your bounty amount),
get teleported to the tavern, and skip 2 time
phases. Guards become neutral again.

If you can't pay, you lose all your gold.
Bounty decays by 1g per day.

Crime — Witness & Notoriety

NPC witness memory and notoriety system

Crime — Witness & Notoriety

When you commit crimes, NPCs who see you create
witness memories. These persist and can spread.

Confidence: how sure a witness is (0.1-1.0)
  +0.2  daytime (morning/afternoon)
  -0.2  night/evening
  +0.1  guard (trained observer)
  +0.2  knows you (familiarity >= 20)
  -0.2  you're hidden (stealth active)
  -0.1 to -0.3  disguised (quality 1-3)

Gossip: witnesses tell other NPCs (15%/phase).
Gossip degrades confidence by 40%.
Guards who hear gossip add notoriety.

Memory decay: -0.05 confidence/day.
Murder memories decay at half rate.
Records below 0.15 confidence are forgotten.

Notoriety: per-town infamy (0-100).
  0-9   Unknown      25-39 Known Troublemaker
  10-24 Suspicious   40-59 Wanted
  60-79 Infamous     80-100 Public Enemy

Notoriety spreads to adjacent towns at 50% rate
when Wanted (40+). Decays 1/week (2 with honor).
Once past 25, never drops below 10.

/notoriety      View your notoriety and crime stats
/bounty         Alias for /notoriety
/crime          Alias for /notoriety

Crime — Bounty Hunters

Hostile NPCs that hunt infamous players

Crime — Bounty Hunters

When your notoriety reaches Infamous (60+) in any
town, bounty hunters begin tracking you.

Spawn rules:
  - 15% chance per phase (+5% per 10 notoriety)
  - Maximum one hunter per day
  - Won't spawn while jailed or in dungeons
  - Won't spawn if one is already present

Hunters scale with notoriety:
  60-69  Moderate (80 HP, level 3)
  70-79  Tough    (100 HP, level 4)
  80-89  Hard     (120 HP, level 5)
  90-100 Deadly   (160 HP, level 7)

Defeating hunters yields gold and equipment.
Reduce notoriety to stop spawns.

Crime — Street Pickpockets

Unseen thieves that stalk and rob the unwary

Crime — Street Pickpockets

In dangerous parts of town (alleys, warrens, shady
districts), pickpockets may begin following you.
They're invisible — you won't know until you detect
them or they steal your gold.

Detection:
  Each move gives a Perception check. Difficulty
  decreases each move (they get sloppy). If you
  spot them, they flee.

Theft:
  After ~3 moves undetected, they steal gold.
  Amount scales with your wealth (2-50g).
  New players in training mode are exempt.

Protection:
  - Thieves Guild members are immune
  - Safe locations (temples, guardhouses) scare them off
  - Leaving town ends the pursuit
  - High Perception catches them early

Blackmail:
  Rarely, a pickpocket who witnessed your crimes
  will offer to stay quiet — for a price. Pay up
  or risk them tipping off the guards.

Crime — Jail

Jail mechanics: serve time, bail, escape, cellmates

Crime — Jail

When arrested (surrender to guards), you're sent to
the guardhouse cells. Sentence length is based on
your bounty amount.

Actions while jailed:
  wait / serve time     Serve one phase of sentence
  bail / post bail      Pay bail to leave early
  pick lock             Escape (needs lockpick, +50 bounty)
  buy contraband        Buy items from cellmates
  talk to <cellmate>    Chat with cellmates for tips

Sentence length:
  Bounty < 50g     2 phases
  Bounty 50-99g    3 phases
  Bounty 100g+     4 phases

Minor offenses (low notoriety + low bounty) route
to the drunk tank instead — 1 phase, no bail.

Cellmates may offer gossip, skill tips, or
contraband (lockpicks, shivs) for gold.

See also: ?crime, ?bounty hunters, ?witness

Crime — Guard Confrontations

Blocking choice events when guards confront you

Crime — Guard Confrontations

When your notoriety or bounty gets high enough,
guards will confront you when you enter a location.

Notoriety thresholds:
  25+  Warning (first 2 times, then escalates)
  40+  Arrest confrontation (or bounty 50+)
  60+  Attack on sight (no talking)

During a confrontation, normal commands are blocked.
Choose by number (1/2/3...) or keyword:

Guard Arrest options:
  1. Surrender    — go to jail
  2. Pay bounty   — pay gold to go free
  3. Bribe        — CHA check, risk more bounty
  4. Fight        — guard turns hostile
  5. Flee         — AGI check, may fail

See also: ?crime, ?jail, ?town ban

Crime — Town Bans

Escalation ladder — warnings, fines, temp bans, exile

Crime — Town Bans

Each crime committed in front of guards escalates
your standing in that town through a 5-level ladder:

Level 0: Clean         No issues
Level 1: Warned        Guard gives a stern warning
Level 2: Fined         50g fine owed (pay at guard post)
Level 3: Temp Banned   Expelled for 1 day
Level 4: Exiled        Permanent ban (redemption quest)

Murder skips straight to Exile (level 4).

Paying Fines:
  Visit a guard post and pay your fine to drop
  back to Warned status before things escalate.

Temporary Bans:
  Guards at town entrances turn you away.
  The ban expires after 1 day (8 phases).
  After it lifts, you return at Fined status.

Exile & Redemption:
  Permanent exile requires redemption to lift.
  Pay 200g restitution to a priest or official
  outside the town gates. Some towns may also
  require completing a task.

Each town tracks its own escalation level.
Getting banned from Ghelmyon doesn't affect
your standing in Thornwood.

See also: ?crime, ?confrontation, ?notoriety

Reputation — Bounty Board

Bounty board quests at taverns

Reputation — Bounty Board

read sign (at tavern)       View available bounties
accept bounty <number>      Take a bounty quest

The bounty board at taverns offers procedurally
generated quests that refresh daily. Types:

  Kill bounties:   Slay N creatures at a location
  Collect bounties: Gather N items

Rewards: gold + faction reputation.
Accepted bounties appear in your journal.
Track progress with /journal.

Reputation — Faction Unlocks

Per-faction tier benefits and stock

Reputation — Faction Unlocks

Town Guard:
  friendly    Guards assist in combat,
              guard surcoat for sale
  honored     Tabard, steel shield, plate helm,
              bounty decays 10g/phase
  exalted     Enchanted helm, plate chest

Merchants Guild:
  friendly    10% discount at guild shops
  honored     20% discount, mithril + elven stock
  exalted     Full mithril set available

Thieves Guild:
  neutral     Fence stolen goods (40% value)
  friendly    Lockpicks, poison, fence 60% value
  honored     Shadow cloak, master lockpick, 75%
  exalted     Frost dagger, rune of shadows, 85%

Temple of the Dawn:
  friendly    Holy water + tonic, 50% off healing
  honored     Holy mace, vestments
  exalted     Mithril chainmail

Ranger's Lodge:
  friendly    Hunting bow, antidote
  honored     Yew longbow, shadow wolf cloak
  exalted     Elven longbow

Faction quests unlock at friendly and honored.
Completing them grants bonus faction rep.

DEVOTION QUESTS (exalted):
At exalted rep, each faction offers a devotion
quest — a 5-6 stage epic chain worth +100 rep
and a unique legendary item:
  Guard:    The Iron Oath     → Iron Oath Badge
  Thieves:  The Phantom Crown → Phantom Crown
  Temple:   The Dawn Vigil    → Sunburst Amulet
  Rangers:  Wildheart Trial   → Wildheart Bow
  Merchants: Golden Ledger    → Ledger Ring

Rival factions: gaining rep with one costs
half that amount from its rival.
(Town Guard <-> Thieves Guild)

Reputation — Ecosystem Threats

Creature threats and price effects

Reputation — Ecosystem Threats

Creature activity in a town affects shop prices
and ambient NPC presence. Five threat types:

Threat        Price Effects
──────────── ──────────────────────────
Vermin        Food +5%, Drink +3%
Beast         Weapon +5%, Armor +3%
Outlaw        Weapon +3%, Trinket +5%
Undead        Potion +8%, Lightable +5%
Monster       Weapon +5%, Armor +5%

Max combined markup: 30%

Reducing threats:
  Killing creatures of a type reduces threat.
  Every 3 kills triggers a relief discount.
  Completing ecosystem quests gives bigger
  price discounts (up to 20% off).

High beast/outlaw threats suppress ambient
travelers and merchants outdoors.

Reputation — Blackmail

Leverage, extortion, demands

Reputation — Blackmail

Commands:
  blackmail <npc> [about <type>]  Extort an NPC
  extort <npc> [over <type>]      Same as blackmail
  pay blackmail <npc>             Pay off a demand
  refuse blackmail <npc>          Refuse a demand

Leverage Types:
  affair     Witnessed romantic scandal (20-50g)
  crime      Witnessed criminal act    (15-40g)
  scandal    Damaging secret           (25-60g)
  secret     Personal secret           (10-30g)

Extortion Roll:
  Threshold = 50 + (target WIL - your CHA) / 2
  Roll d100 > threshold = success
  Failure: +2 crime heat, trust -25, may go hostile

NPC Demands:
  NPCs with leverage over you may demand payment.
  Guards/priests report to authorities instead.
  Criminal/gossip NPCs always blackmail.
  12-phase cooldown between demands.

Refusing a Demand:
  NPC spreads gossip (world news scandal).
  Leverage cleared, trust -20, affection -10.

Leverage decays after ~6 in-game days.

Reputation — World News & Gossip

News propagation and rumors

Reputation — World News & Gossip

Commands:
  listen                     Hear nearby chatter
  buy rumor from <broker>    Buy a rumor (15g)

News Recording:
  Player actions witnessed at public locations
  become world news. Types: quest completions,
  boss kills, crimes, marriages, scandals.

Spreading:
  News spreads outward each phase:
  Local → District → Town → All Towns
  Major events spread faster (+2 per phase).
  News decays after ~2 in-game days.

Witness Chance (by location):
  Hidden/dungeon    0%
  Private rooms     <1%
  Inn rooms         2%
  Safe spaces       5%
  Semi-public       20%
  Public (tavern)   60-80%

NPC Gossip Tags:
  NPCs tagged nosy/gossip/social/talkative see
  all news. Others only see news matching their
  role (guards see crime, merchants see trade).

Info Brokers:
  Buy rumors from brokers like Whisper at the
  Velvet Curtain. Static rumor pool with story
  hints and lore.