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 (20c for theft; heavier
crimes add more, up to 1s 50c for murder).
/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 does not fade on its own: pay it off, or
earn honored standing with the town guard (then
it decays 10c per phase).
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 (2-50c).
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 are put in a
cell and you serve the sentence there. Time keeps
running, the guard is on the other side of the bars,
and you walk out yourself when your time is up.
Actions while jailed:
wait / serve time Pass time - it runs fast in here
rest / sleep Same, and you heal
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 is what you did, not what you owe:
Lifting coin a few hours
Stealing an item about a day
Assault 2 to 3 days
Murder about a week
Every earlier conviction still on your record adds
about half again to the next one, so a repeat offender
serves longer for the same crime. Fighting the guards
who take you in adds more on top, and bail costs your
bounty (minimum 20c).
Records fade. A crime older than a season stops
counting against you, so staying clean for a season
makes you a first offender again.
Anything longer than a night is served downstairs in
the watchhouse cellar rather than the holding cells.
Minor offenses (low notoriety + low bounty) route
to the drunk tank instead - one 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 5s 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 50s 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 10c/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 (20-50c)
crime Witnessed criminal act (15-40c)
scandal Damaging secret (25-60c)
secret Personal secret (10-30c)
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 ~5 in-game days (36 phases).
Reputation - World News & Gossip¶
News propagation and rumors
Reputation - World News & Gossip
Commands:
listen Hear nearby chatter
buy rumor from <broker> Buy a rumor (15c)
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.