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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 (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.