Regional Reputation
A party's reputation reflects how they are perceived within a given region.
Reputation ranges from −2 (Despised) to +2 (Celebrated), starting at 0 (Unaffected) the first time the party enters a region.
Standing
| Score | Standing | Reaction Rolls | Notes |
|---|---|---|---|
| +2 | Celebrated | +2 | Free lodging offered; guards may escort the party |
| +1 | Known | +1 | Locals share information freely |
| 0 | Unaffected | — | — |
| −1 | Notorious | −1 | May be questioned by authorities, watched in markets |
| −2 | Despised | −2 | Hostile on sight in some quarters. |
Gaining Reputation
The following actions raise reputation by one step (+1), at the referee's discretion:
- Defeating a significant monster, bandit leader, or other public threat to the region
- Completing a significant commission for a local lord, guild, or institution
- Donating 1,000 sp or more to a community institution
- Publicly recovering property of importance to the community
- Honoring local custom or authority in a notable and visible way
An exceptional deed, such as slaying a dragon that had terrorized the valley for a generation, may justify a +2 shift directly, though this should be rare.
Losing Reputation
The following actions lower reputation by one step (−1), at the referee's discretion:
- Public mistreatment of hirelings
- Causing property damage or harm to persons in a settlement
- Robbing or defrauding a local merchant, innkeeper, or NPC
- Publicly defying or humiliating a recognized local authority
- Consorting openly with known enemies of the region
- Abandoning a publicly stated obligation or sworn duty
Decay
After 1 month absent, reputation moves one step toward 0.