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.