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Of Rust and Bone
\pagebreak ##### Table of Contents ### Background | | | |:--------------------------------------------------------------------------------------|:-----:| | [The Situation](#the-situation) | 4 | | [...Since your Arrival](#since-your-arrival) | 5 | | [......Events of Some Repute](#since-your-arrival-events-of-some-repute) | 5 | | [......Events of Ill Repute](#since-your-arrival-events-of-ill-repute) | 6 | ### Social Progression | | | |:--------------------------------------------------------------------------------------|:-----:| | [Character Social Progression](#social-progression-character-social-progression) | 9 | | [...Lifestyle](#social-progression-lifestyle) | 9 | | [......Panache](#social-progression-lifestyle-panache) | 9 | | [......Prudence](#social-progression-lifestyle-prudence) | 10| | [...Legend](#social-progression-legend) | 10| | [...Distinctions](#social-progression-distinctions) | 10| | [...Tables of Distinctions](#social-progression-tables-of-distinctions) | 11| | [...Distinction Descriptions](#social-progression-distinction-descriptions) | 12| | [...Reputation and Renown](#social-progression-reputation-and-renown) | 13| | [......Establishing your Reputation](#social-progression-reputation-and-renown-establishing-your-reputation)| 13 | | [......Losing Prizes](#social-progression-reputation-and-renown-losing-prizes) | 13| | [......Building Renown](#social-progression-reputation-and-renown-building-renown) | 13| | [.........Benefits of Renown](#social-progression-reputation-and-renown-building-renown-benefits-of-renown)| 13 | | [Favors](#favors) | 14| | [...Downtime notation](#favors-downtime-notation) | 14| | [...Table of Favors](#favors-table-of-favors) | 15| | [...Favors Descriptions](#favors-favors-descriptions) | 19| | [...Contacts](#favors-contacts) | 26| | [......Calling on your Contact](#favors-contacts-calling-on-your-contact) | 26| | [......How to Train your Contact](#favors-contacts-how-to-train-your-contact) | 26| ### Holdings | | | |:--------------------------------------------------------------------------------------|:-----:| | [Holdings](#iii-holdings) | 28| | [...Holding Scales](#iii-holdings-holding-scales) | 28| | [...Holding Investments (Rooms)](#iii-holdings-holding-investments-rooms-10) | 28| | [...Holding Investments (Renown Rooms)](#iii-holdings-holding-investments-renown-rooms-10)| 29| \columnbreak ### Crafting | | | |:--------------------------------------------------------------------------------------|:-----:| | [Crafting](#crafting) | 32| | [...Downtime Construction](#crafting-downtime-construction) | 32| | [......Raising the Barn](#crafting-downtime-construction-raising-the-barn) | 32| | [......Categories of Construction](#crafting-downtime-construction-categories-of-construction)| 32| | [New Feat : Essence Binder](#crafting-downtime-construction-new-feat-essence-binder) | 32| | [New Feat : Charm Binder](#crafting-downtime-construction-new-feat-charm-binder) | 32| | [...Magic Items](#crafting-magic-items) | 33| | [......Curses](#crafting-magic-items-curses) | 33| | [......Drawbacks](#crafting-magic-items-drawbacks) | 33| | [......Artifacts](#crafting-magic-items-artifacts) | 33| | [......Charm Bonuses](#crafting-magic-items-artifacts-charm-bonuses) | 33| | [......Table: Lesser Charms](#crafting-magic-items-artifacts-lesser-charms) | 34| | [......Table: Greater Charms](#crafting-magic-items-artifacts-greater-charms) | 34| | [......Table: Lesser Essences](#crafting-magic-items-artifacts-lesser-essences) | 35| | [......Table: Greater Essences](#crafting-magic-items-artifacts-greater-essences) | 35| | [...Burdens and Corruptions](#crafting-burdens-and-corruptions) | 36| | [......Table: Drawbacks](#crafting-burdens-and-corruptions-drawbacks) | 36| | [......Table: Lesser Burdens](#crafting-burdens-and-corruptions-lesser-burdens) | 36| | [......Table: Greater Burdens](#crafting-burdens-and-corruptions-greater-burdens) | 36| | [......Table: Corruptions](#crafting-burdens-and-corruptions-corruptions) | 36| | [...Magic Item Traits](#crafting-magic-item-traits) | 37| | [......Table: Magic Item Traits](#crafting-magic-item-traits-magic-item-traits) | 37| | [......Table: Magic Weapon Traits](#crafting-magic-item-traits-magic-weapon-traits) | 37| | [......Dark Whispers](#crafting-magic-item-traits-dark-whispers) | 37| ### Organizations | | | |:--------------------------------------------------------------------------------------|:-----:| | [Renown Tracks and Titles](#renown-tracks-and-titles) | 41| | [...Clerical Renown](#renown-tracks-and-titles-clerical-renown) | 41| | [...Military Renown](#renown-tracks-and-titles-military-renown) | 41| | [...Local Renown](#renown-tracks-and-titles-local-renown) | 42|
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# I ##### Background
With thanks to the Five Kingdoms setting (from which many of the following mechanics were derived) and its greatly expanded FantasyCraft system mechanics, without which this would've been much more daunting, and to my patient players for assisting in the balancing of these new mechanics in such a short span of time.
|Version | Version Name | World Note | |:----------|:---------------------:|:--------------------------------------| | 0.85a [5/31]| 'Beholder' | Many new images, small adjustments |
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Part 1 | Background
# The Situation Gul's Valley has ever been the most steadfast of the territories surrounding the Grenholt Kingdom's seat of power. Its people are the salt of her earth and trade from distant kingdoms oft flow through Gul's Valley on the nearby Kingsroad on their way to the capital - typically stopping for rest at Rockdale if they're on to Grenholt by way of the eastward rolling plains of Raven Field. Yet, this Autumn - and the sixty Autumns before it - have seen the once prosperous valley ground down to a hollow and tarnished shell by the continuing Wrath of the Gods. Her crops are plagued by beasts which have driven all but the most proud and established of farming families out. Her merchants have found themselves routinely Godcursed. Near all her Priests and Clergymen have left the world through the knife, the drink or the road - leaving the peasants to return to superstition and myth for their comfort, and the waters from the main river has run backwards; flowing out into her fields, drowning her proud roads, and setting to rot and ruin her once elysian fields and palatial forests. Running thinly on trade contracts and farming which can only barely keep the populace fed beyond the King's bounty, Gul's Valley has been largely kept afloat by the efforts of House Wizithel's Marshal after Wizithel's coffers have run near-empty trying to keep their lands alive. With her own sweat, blood, coin, and (when required) scale, Marshal Mas'hin Wizithel out of Kontarrus Mi'ton does her best to keep a fair and even hand rest firmly against the valley's backbone. With her other hand she beckons and guides trade from Quin'la, reinvigorates Seeker's Call, and pursues the reopening of the Blackbone Mine to serve Gul's Valley and all who live within it. Yet, despite her heroic efforts, the Valley has continued to decline. With House Wizithel preoccupied by events in the capital, the Marshal has taken it upon herself to open the typically sealed doors of Rockdale to outsiders - a tradition which has kept much of the last sixty years of ruin from creeping inside her worn white walls - and accept refugees and landless peasants abandoned by their nobles and lords. This has attracted the fickle attentions of traveling scholars and adventurers alike - to see and tour a small spot of the world resting untarnished from the goings-on of the last sixty years. Your party is a part of this new crowd which has trickled in (or over) the city walls to her relatively unspoiled splendor. **You are of any not-horrifying or dominantly evil race somewhere of nearly any age. You are of whichever sex and can come from a variety of backgrounds. You have a surprising bounty of gold coin (twice your Panache Income) and separately your Charisma Score in silver coin. Your traveling equipment beyond this is as described in your Background. You may potentially gain additional gold or equipment atop this as described in Local History.** **The past year of mingling in the valley has grown your abilities and talents through the rough living and constant conflict. You are Level 4 at the start of the campaign and may be of any class from the PHB, UA, or XGE. There are no alignment restrictions and you may use your starting coin to purchase gear. Though the region is poor and valuable goods are being hoarded by the nobility, you can still manage to find goods that are worth less than 150 GP if you're willing to look hard enough and travel to obtain what you desire.** The villagers of Rockdale may know you by your reputation or equipment, which has had time to build in your journey from first level to fourth, but perhaps not by your name itself. Those among your party who have a vested interest (read: proficiency) in Investigation, Arcana (if applicable), or Performance however would know of at least some of your exploits and the names to match your faces. As you gather in Rockdale, you may share as much or as little beyond this as you wish of your backgrounds, talents, and possessions before the adventure begins.
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# Since your Arrival
As for the events which have transpired since your arrival in Gul's Valley: There are many monsters to slay, books to
acquire, farms to revitalize, and treasures to seek and the constant ply of well-worn silver and promises and forsworn oaths
have kept all but your most secretive busy. You may either roll a d8 twice (rerolling duplicates) or pick once from either the Events of Some Repute table or the Events of Ill Repute table. The latter is more intended for those with more flexible morals and ethics. In either case, you gain the reward listed from the event in question. ## Events of some repute ### 1. Saving for Winter *The militia marched to the northern farms surrounding Thorn's Rest to drive out malicious, minor, water spirits who threatened to rot stores of food intended for winter.* **Reward:** 1 rank of Gul's Valley Renown, Potion of Healing. ### 2. The Bandits of Blackbone *A group of bandits who were run out of the Blackbone mine by a squad of Burning Knights settled in the swamps west of Rockdale. They proceeded to kidnap House Wizithel's Lord's Son and threatened to slit his neck 'lest they be paid royally for his safe return.* **Reward:** 1 rank of House Wizithel Renown, any Martial or Simple weapon with the upgrade [Eiklos-craft] applied. (+1 to Hit, +1 to Damage, Half-weight) ### 3. Mission of Mercy *Father Pendecardial Greatbender gathered a band of folk to caravan donated supplies to Thorn's Rest to assist its destitute and malnourished with a generous bounty of food and medical supply.* **Reward:** 1 rank of Gul's Valley renown and your choice of 1 vial of Holy Water or 1 rank of Old Church of Felanor renown.
Part 1 | Background
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### 4. Starving Artist Rylan Taildraft, an artisan of local repute, has shut himself off from the world the last two months as he works on his latest masterpiece. As rumors begin to buzz of the artist's obsessions he emerges from his cloister to beg for assistance in gaining a handful of hallucination-inducing berries from a field not far from the dangerous Helford Woods; he requires escort or for someone to retrieve the fated fruit for him. **Reward:** A small, fine, blue jar with wavy yellow stripes that contains a single dose of Lady's Dust. If imbibed, its user takes 4 Necrotic damage and does not have to make rolls to suceed on Forced Marches for 24 hours. Worth 80 gp. ### 5. Of Dolls and Coin Firryn Merchants have traveled from Wizard's Peak to see the Rockdale Colossus and ply their wares (small hand-carved and painted figurines for children). Unfortunately, they don't seem to have the license to sell their wares in this region but they're willing to reward those who assist them in obtaining the license required. **Reward:** 1 rank of Grand Wheel renown, 40 gp. New contact: Amara Viribus, Firryn Merchant. ### 6. Counting Heads *The Reeve's Adjutants have requested able-bodied folk to appear before them to assist in the taking of a Census as ordered by House Wizithel's Lord. Census takers are sent to the surrounding areas to take note of food stores, merchants, incomes, and populations. In exchange, the Reeve has promised favor and the Reeve's Mark for those who undertake this task dutifully. You are tasked with this Diversion for the rest of the year; at which point the Reeve's Mark is expected to be returned as with the Survey. Abandoning this Diversion forfeits the benefits of the Reward.* **Reward:** 1 rank of House Wizithel Renown, rare item The Reeve's Mark. Using the Reeve's Mark can gain you access to non-noble houses and the ability to examine merchant wares and storefronts. When presented at a Gul's Valley Inn, your room and board are paid for by House Wizithel. (Worth 50 gp on the Black Market; sale of this item is illegal and gains you a rank of Wanted : Gul's Valley) ### 7. Spreading Hearts and Minds *By the Marshal's request Rockdale bids to host the first inter-kingdom Festival of Hearts - a Sarin traditional festival that celebrates their dead. Dignitaries are selected by the Marshal personally to serve as Rockdale's Envoys to Quin'la to propose the idea to the Council of Kontarrus Elders and set the date for it, if successful. The travel to Quin'la is long and the roads will have danger on them and so the Marshal also recruits guards for her small caravan. This event affords the opportunity to build an uncommon renown as well as the Marshal's personal favor.* **Reward:** 1 rank of Kontarrus Mi'Ton renown and the item Letter of Introduction : Marshal Mas'hin. Letters of Introduction demonstrate the favor and faith of whomever has vouched for you to those who read them. They are signed and sealed on paper difficult to fabricate and with wax stamps which are tightly guarded. ### 8. Rigor-aquaris *Uzaka Sutur, the head of the nearly abandoned Stillwater Guild, requests for armed escort to empty, clean, and reset his traps along the banks of the nearby rivers. As you both load up to leave with a small bounty of live fish still swimming in their water-filled barrels, Sutur thanks you for your work and promises that the World will reward you for your time and patience.* **Reward:** 1 rank of The Hand renown (not known by your character), 1 rank of Gul's Valley renown. 1 week's worth of salted, dried, rations. ## Events of ill repute ### 1. Witching Hour *There are dark forces lurking in the woods beyond Gul's Valley. Investing your time into studying them and learning from their ways could be a profitable way to spend your time.* **Reward:** Player's choice: +2 maximum hitpoints or 1 rank of Witches of Gul's Valley Renown. ### 2. Not in My Backyard *The Burning Knights - the zealous new order emerging from Felanor's prior house of Justice, more interested in retribution and blood as the tolls for crime than justice - have made inquests into this harrowed land and, should they arrive in force, would make your life less leisurely to say the least. You conspire dark plans to send them running from these lands and enact them in the shadows. The shadows seem to notice - and their envoys have approached you afterwards, showing their thanks in spoken accolades and promises for later support. Shortly thereafter, you find that stories about your good works have spread in the town, affording you somewhat of a 'masked identity' as they praise your steadfast and fair-handed assistance for tasks you can't recall ever having done.* **Reward:** 1 rank of The Hand renown, 1 rank of Gul's Valley renown. 100 gp in stolen rubies, 1 stolen Insignia of the Burning Knights (Captain).
Part 1 | Background
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### 3. Doing what is Necessary *A land starved of its riches is a land of no value to you. After your experimental theories on how to boost production from the crops of Gul's Valley are rejected - or perhaps in knowing that they would be rejected - you decide to secretly enact them regardless. Through your work, this month's bounty is sure to be plentiful - though it did require the sacrifice of some cattle to Celanos to guarantee it. Though no-one's quite sure exactly who slew their cattle, they did catch a dark figure breezing through their fields to parts unknown shortly before they discovered your slaughter. Nonetheless, the crops have been coming in and the boost to the local economy, along with your sly and cunning investments, returns a bountiful profit. The sacrifice of one farm-family's cattle did well to enrich the others; a pity you can't openly discuss the matter of your applied genius without being arrested for it.* **Reward:** 1 rank of Gul's Valley: Infamous renown, 200 gp. ### 4. Biting the Dragon's Tail *Though the townsfolk are unaware of it, one of the Reeve's Adjutants has overstated on routine occasion this year the amount to be paid to the Lord of Wizithel. Deciding to reward his arrogance with a sneaked visit, you make your way to their lavish home where, though blood was spilled and perhaps your face was caught by glance by a cowering maid in a cabinet, you've made off with surely enough to make an explanation of what the Adjutant has lost difficult to their master. This year, he'll have to dig into his own pockets and pantry to satisfy the bounty to the Lord -- if he doesn't manage to catch you and recover what was taken. You've stashed the coin and wares in a secure location where it should keep 'til you find an appropriate fence for it - which you'll need if you want to move this much product without catching their attention.* **Reward:** Stashed: 200 weeks worth of Rations, 400 stolen GP. ### 5. A Knowing Wink and Smile *For the unscrupulous and the heathens, there is great opportunity and little in public favor for your work. Countless small tasks, here and there, have afforded you nonetheless the semblance of an accords with the locals. Though none will praise you openly many owe this year's coin, bread, or health to your illegal actions or dark power - whether secretly asked by a family member or serving someone's favor by the request of an unknown or unrequited lover - it is often you can find someone who has discreetly employed, or who has benefited from, your services.* **Reward:** 1 rank of Gul's Valley renown, 30 gp. ### 6. A Fool's Gold *Desperate to contact their dead uncle to retrieve the location of a storied family cache of treasures, the bereaved head of a farming household has put their life savings in your hands -- after you've convinced them you can do what they ask. The deed done, you leave the house as they hurriedly get their mining gear together and abscond to the Blackbone Mines with a wide grin on their face. It's far less wide than your own as their hard-earned coin now rests satisfyingly heavy in your pouch.* **Reward:** 120 gp and, depending on either whether you were capable or not of contacting their dead or the whims of Fate, a possible future rank of Gul's Valley: Infamous renown. ### 7. Stealing the Show *A local braggart of the underground has decided to make light of your actions in the region, taking on your name and a poor assemblage of your countenance to commit public farces that have the public in fits of laughter. You make sure to arrange a befitting 'punch line' for their next act of mockery, well earned from weeks of abusing your ill name. Since then, as you expected, none have dared speak ill of your name - and somewhere on a lonely hill lies the braggart, having as much stolen from them as they stole from you.* **Reward:** 1 rank of Gul's Valley: Infamous renown, 1 Disguise Kit with a Mask of the Betrayer (carved and painted in the likeness of the one who dared mock you). 50 gp. ### 8. A Fistful of Gravemist *Since the living have proved thin of pouch and possession, you have turned toward the dead. Though it is ill-advised to cross paths with a Gravekeeper on their own hallowed ground, the local Gravekeeper - you have it on good authority - has been recalled to Grenholt to deal with some matter regarding the Gravekeeper's Society. He has departed in secret, letting none know his absence, and leaving his hold ripe for the pickings - of which you pluck many an interesting bauble and bit to line your pockets before his return. Though you took care to disguise your identity, these dead men can speak, and though the description provided is vague and the caricature of your identity somewhat laughably cartoonish, the Black Plunderer isn't the worst name they could've picked.* **Reward:** 100 gp in various bits and baubles, 2 Trinkets, and 1 rank of Gul's Valley: Infamous renown.
Part 1 | Background
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# II ##### Social Progression
\pagebreak # Social Progression Social Progression is a new set of mechanics which deepen your character's attachments to the world while also expanding the mechanics of being in organizations or drawing Favors from contacts and communities. When creating your character, choose one entry from the Character Social Progression table. This choice may only be made once and, once made, will not change for the rest of the campaign. Whichever choice was selected then becomes your character's Social Progression. ##### Character Social Progression * Good Lifestyle, Good Legend, -1 Skill Proficiency * Good Lifestyle, Poor Legend * Poor Lifestyle, Good Legend * Average Lifestyle, Average Legend * Poor Lifestyle, Poor Legend, +1 Skill Proficiency **Good Progression**: You gain 1 of this stat every level. **Average Progression**: You gain 1 of this stat every other level. **Poor Progression**: You gain 1 of this stat every 4 levels. When determining your Lifestyle be sure to add your Charisma modifier. A character with 12 Charisma and 1 Lifestyle from their Social Progression would begin with 2 Lifestyle (1+1 Charisma Modifier). ## Lifestyle Lifestyle determines your general style and your knack for handling money. Lifestyle is a score divided between Panache and Prudence. Each time your Lifestyle increases you may choose either your Panache or Produce to increase with it; a choice between living life large or planning for the future. Likewise, should your Lifestyle decrease you must choose which of the two you're willing to sacrifice as you remove that much from either category. ### Panache Your Panache score summarizes your ability to present yourself with flair and elegance. **Appearance**: Each time you make a Charisma-based Deception, Performance, or Persuasion skill check targeting another character, you gain a +1 bonus to your roll for each point your Appearance bonus exceeds the target's. Your Appearance may improve through various items and services or be either temporarily lowered by gore and grime or permanently lowered by scars and other wounds. **Income**: This is your monthly take form properties, business, scams, and other monetary endeavors you either own or are taking a cut from. You earn the listed amount of money at the end of each month and may collect it at the start of any Downtime lasting 1 month or more. \columnbreak | Panache | Appearance Bonus | Income | |:-------:|:----------------:|:------:| | 0 | +0 | -- | | 1 | +0 | 10g | | 2 | +1 | 20g | | 3 | +1 | 30g | | 4 | +1 | 40g | | 5 | +2 | 50g | | 6 | +2 | 60g | | 7 | +2 | 70g | | 8 | +3 | 80g | | 9 | +3 | 90g | | 10 | +3 | 100g | | 11 | +4 | 110g | | 12 | +4 | 120g | | 13 | +4 | 130g | | 14 | +5 | 140g | | 15 | +5 | 150g | | 16 | +5 | 160g | | 17 | +6 | 170g | | 18 | +6 | 180g | | Prudence| Money Saved/Earned | Legend | |:-------:|:-------------------------:|:------:| | 0 | 10% | | | 1 | 15% | | | 2 | 20% | | | 3 | 25% | +1 | | 4 | 30% | | | 5 | 35% | | | 6 | 40% | +1 | | 7 | 45% | | | 8 | 50% | | | 9 | 55% | +1 | | 10 | 60% | | | 11 | 65% | | | 12 | 70% | +1 | | 13 | 75% | | | 14 | 80% | | | 15 | 85% | +1 | | 16 | 90% | | | 17 | 95% | +1 | | 18 | 100% | |
Part 2 | Social Progress
\pagebreakNum ### Prudence Your Prudence reflects how disciplined you are with your time and money. As your Prudence increases, you reap greater lasting rewards from your adventures and Downtime efforts through deepened understanding of financial laws, monetary strategies, and perhaps even the acquisition of royal permits. **Money Saved/Earned**: At the start of any Downtime in a populated area, you manage to deposit this much coin acquired in your travels to secured loans, banks, and investments - the rest is spent on the King's/Lord's taxes or more trivial pursuits during your stay. This percentage also applies to money earned during Downtime. **Legend**: On reaching this rank, add this much Legend to your total Legend. ## Legend As your feats grow so too will your Legend. Whenever a Major Event concludes and Reputation is distributed, Legend will add directly to the amount of Reputation your character gains. Even Minor Events may take into account your Legend. As an example, Kol the Barbarian has a Legend of 4 and Utu the Vizier has a Legend of 8. As they return from a nearby ruins, having slaughtered a fell beast which was poisoning nearby crops, they give account of their deeds to the Reeve and show proof of their work. Impressed, the Reeve not only grants a sizeable purse of coin and a letter of introduction to each, he also spreads word of their deeds (as well as his own for having wisely enlisted their aid) with the Marshal and the House he serves. As a result of their deeds being spread and recounted to a noble house, the party gains 15 + their Legend in Reputation from the Reeve's Noble House in the form of promises and favors offered in thanks for their timely and discrete work from the Reeve's superiors (as well as the Reeve himself stating he is at the party's disposal should they need paperwork done). This would award Kol with 21 Reputation and Utu with 24 Reputation for their deeds, in addition to their other rewards. ## Distinctions As your Renown and recognition increase, you begin to be drawn closer into focus in the Public Eye. Depending on the nature of your Renown people may approach you on the street with offers, merchants may no longer be so insulting as to charge you for certain things, and perhaps nobles might hunt you down and try to convince you to marry their sons or daughters. Whatever their nature or intention, these passive gifts are called Distinctions. Upon gaining your first rank of Renown, and at every odd rank of *total* Renown you acquire, you gain a Lesser Distinction at no cost. You may, at your preference, spend (15 - your highest single renown rank) Reputation to gain a Greater Distinction instead. At Rank 9 of any individual Track you gain an Iconic Distinction - something only someone of immense stature with that organization would garner. If the Iconic distinction is not to your liking it may be refused to grant you 2 Greater Distinctions in trade. Note: If you gain an Iconic distinction at an even number of Total Renown, you do not gain a distinction at your next odd rank, compensating for the extra distinction. **Supplied**: When a distinction or other entry grants gear or anything as 'Supplied' that gear is gained at the end of the next downtime lasting at least 1 Week. If the Supplied item(s) is lost, broken, or destroyed it is regained and/or repaired at the start of the next Downtime which lasts at least 1 Week. If it is sold or traded, you regain it when the value of the item is re-invested into the organization that granted it. **Prize Slots**: All characters begin with 1 Prize Slot and gain the indicated number of slots on reaching each Rank.
##### Distinctions Progression | Rank | Distinctions | Prize Slots | |:----:|:------------:|:------------:| | 0 | | +0 | | 1 | Lesser | +1 | | 2 | | +1 | | 3 | Lesser | +1 | | 4 | | +1 | | 5 | Greater | +1 | | 6 | | +1 | | 7 | Greater | +1 | | 8 | | +1 | | 9 | Iconic | +1 | | 10 | | +1 |
Part 2 | Social Progress
\pagebreakNum ## Tables of Distinctions
### Lesser Distinctions | Name | Description/Effect | |:-------------------|:---------------------------------------------------------------------------| | Accountants | Your Prudence Money Saved is increased by your highest Renown Rank (max 100%)| | Ally [L] | Gain 1 Partner-Grade Contact worth 15 Reputation | | Commerce | Tradesmen in your holdings generate twice as much coin | | Courier Service | Access the contents of your Vaults from anywhere in the same region. | | Dealings [L] | Immediately gain 10 Reputation. | | Diplomatic Immunity| [Noble/Military Only] Add half your highest renown to skill checks during trials| | Diverse Favors | One Renown you have grants access to 2 Favors as if it were another class of Renown| | Entitled | Your Renown is considered 1 higher for Prize Slots | | Estate | Your Panache or Prudence are considered 2 higher for maximum Holding Scale | | Expanded Access | Choose any 2 Favors: Each sort of Renown you have is considered 2 higher for gaining access to them| | Extravagant | Your Panache income is doubled | | Favored Possessions| [Renown 3+] You gain a 20% discount on any 1 Category of Gear | | Gifts [L] | Supplied: 100G in Armor/Weapons, chosen when this distinction is gained | | Int'l Acceptance | Persaude (when haggling) and Investigate checks suffer no penalty in Hostile regions| | Key Room, Lesser | Choose 1 Non-Renown Room: each holding gains that Room at no cost (doesn't add to Room total)| | Place of Renown [L]| If available, gain access to a special Renown-Only Holding Room | | Protection | Either reduces Bounties as if noble or applies penalties on Infamy recognition checks that penalize| | Reserved | Prudence does not apply to your Panache or Downtime Income | | Respected | [Noble/Military Only] This Renown is not lowered outside its home territory|
### Greater Distinctions | Name | Description/Effect | |:-------------------|:---------------------------------------------------------------------------| | Ally [G] | Gain 1 Partner-Grade Contact worth 40 Reputation | | Dampening Rep. | Your Infamy is treated as if it were reduced by your highest Renown rank | | Dealings [G] | Immediately gain 25 Reputation. | | Favored Service | Gain a 20% discount on any 2 Favors | | Gifts [G] | Supplied: 200G and 10 Rep worth of Favors/Weird Devices when this distinction is granted| | Holding | Gain a Scale 2 Holding with up to 30 Reputation in Investments/Rooms/etc | | Key Room [G] | As Lesser Key Room, except each Holding gains a room of that type at no extra cost| | Magical Courier Svc| Access the contents of your Vaults from anywhere on the same plane. | | Many-Faceted | Gain 2 Lesser Distinctions | | Networks | Gain 1 Rank in any other sort of Renown | | Opulent | Your Panache income is tripled (x5 with Extravagant) | | Personal Guard | Every Holding you have gains 25 Reputation in Guards at no cost | | Place of Renown [G]| As Lesser Place of Renown except each holding gains this room at no extra cost| | Unlimited Access | [Renown 7+] Any 2 Services are disctounted 100% for you and your party |
Part 2 | Social Progress
\pagebreakNum ## Distinction Descriptions #### Accountants You have an army of accountants at your beck and call, your finances are flawless. #### Ally You engender friendship easily, by coin or more traditional means. #### Commerce You maintain an effective business strategy: only hire the best. #### Dampening Reputation You're respected or feared enough that others quickly overlook the reputation which precedes you. #### Courier Service You've errand boys for every occasion. #### Dealings You’d rather keep your favors in your back pocket than ask for special treatment. #### Diplomatic Immunity As the voice of a government, you have certain unique rights and privileges. #### Diverse Favors You like to sample all the different favors your renown has to offer. #### Entitled You keep a stash of priceless things on hand. #### Estate You find it easy to maintain your real estate. #### Expanded Access Your sway outweighs your rank. #### Extravagant Whether from investments, commerce, or another means, you make certain as much of your profits come your way as possible #### Favored Possessions You're known and beloved in certain circles for the things you buy. #### Favored Services There are certain things no one in power has any complaints doing for you. #### Gifts Your organization has vested you with something valuable or iconic. #### International Acceptance Recognition has many unique benefits for you, keeping you safe from extortion by politically swayed merchants. #### Key Room There are certain features your every home must have. #### Magical Courier Services Your attendants have a great deal of expertise in whisking your treasures away to and from your Vaults - and they're not afraid to use a little magic to expedite their delivery. #### Many-Faceted Your distinctions are diverse and many. #### Networks You've made countless connections. #### Opulent Petitioners, allies, hopefuls- it seems you can't stop the coin from rolling in. #### Personal Guard Your organization sees you as a priceless treasure - and you've the security typically afforded to a Prince's Vault to show for it. #### Place of Renown You have been granted access to a uniquely purposed room of some sort. #### Protection Not all organizations are beloved in all corners of the world, and many who aren't are aware of that fact. #### Reserved You've been taught tricks to avoid the tax man and keep an even keel toward your goals. #### Respected Your new title is known and recognized throughout the land. #### Unlimited Access You are famous for the things you do in your downtime, and there are certain services others wouldn't dare charge you for.
Part 2 | Social Progress
\pagebreakNum ## Reputation and Renown The currency of heroes, Reputation points are earned by achieving victories during adventures and may be spent to increase Renown (your standing in various circles). Renown has a variety of effects, among them setting the maximum number of Prizes you can keep at any time. Prizes are the rewards of adventure that are not easily bought, found, or claimed (e.g. an abandoned tomb you decide to spruce up and call home) and may be taken from fallen enemies (e.g. a magic relic taken from a fallen foe) or bestowed by a grateful community or patron (e.g. a constable who promises to assist you in the future for protecting their town from raiders). Regardless of their origin, however, these rewards are kept by spending Reputation points. ### Establishing your Reputation A new character's Reputation points are equal to their Character Level * 10. They may spend some or all of these to increase their Renown and, if the campaign allows, buy one or more Prizes; otherwise, a character starts with no Renown or Prizes. ### Losing Prizes Glory is oft fleeting or fickle; titles can be stripped away, friends can die in battle, territories can be raided or destroyed, and relics can be shattered or stolen. Losing a Prize can be a devastating blow and it takes time for a hero's legend to recover. As with coin, spent Reputation doesn't magically reappear when a Prize is lost; only by building your story and legend is Reputation earned. The noble sacrifice of a Prize in furtherance of an achievement worthy of song, however, may return half the Prize's value in reputation by the World's (GM's) discretion. ### Building Renown One of the most common uses for Reputation is building your Renown - a measure of social standing and public recognition. Renown is key to your progression, representing not only your popularity and title but also your growing legend, which is reflected in the number of Prizes you can keep and the favors you can request. Renown is a score that may be divided into many tracks. Each track is a world its own - but will nonetheless fall into one of four main categories: Heroic, Clerical, Military, or Noble. A squire of a Knight may yet also be a Guildmaster of the Grand Wheel; an honorary Priest of Pyros may also be a landed Noble in the Court of Grenholt as well as an esteemed member of the High-Lance. Each of those individual titles is its own track, and an accounting of the available tracks is available later in this document. The only limit to the number of titles you hold is the amount of Reputation you wish to invest in diversifying your earthly portfolio. Each point of Renown costs 30 Reputation and may be invested in a Renown track of your choice to gain as many Ranks, each marking your growing standing in the world. Each Renown track caps out at 10 Ranks and Renown may only be purchased in Downtime. \columnbreak #### Benefits of Renown Renown confers a number of benefits, some for total Renown (the sum invested in all Renown tracks) and others for Renown in a specific track. **Title:** Your Renown in each track grants a title that's commonly used to describe and refer to you. **Recognition and Reaction:** The higher your total Renown, the greater the chance others have heard of you. Once per Day you may request any NPCs who can see and hear you to make a group History (DC 20 + 1/2 your total Renown rounded down) check. On success they recognize you, recalling your name and titles. **Calling in Favors:** Your progress along each Renown track also gives you pull within a segment of the populace who are either also in that Renown track or aspire to be part of it. This pull lets you spend Reputation to call in a wide variety of Favors (listed later). **Keeping Prizes**: You may keep a number of prizes equal to your total Renown (+1) at the end of each adventure. If you have more, you must give the excess to other characters or 'discard' them (e.g. releasing a contact from service, relinquishing the deed to a holding, donating a magic item to the town's city guard). **Purchasing Prizes**: During Downtime of a week or more, The World may permit you to 'buy' new Prizes with a Reputation cost up to 10 times your total Renown. No actual currency exchanges hands; these Prizes are acquired by pulling strings and taking advantage of relationships. The World may restrict this option, only allowing certain Prizes, or may not allow the option at all, as appropriate to the setting and story. **Currying Favor**: Each Downtime of a week or more, you may exchange a bevy of coin for Reputation at a rate of 1000g to 1 point of Reputation. The maximum amount you may gain in one such Downtime is equal to 4x your Total Renown. **Bounties and Infamy**: Not all sorts of Renown are equally beloved - those that are most hated are considered 'Infamous'. Almost any renown may be infamous - if you want your reputation to be Infamous, or negative, rather than positive, you may choose to do so when you gain the first rank of the track *or* when you have at least 1 week of Downtime. Infamous Renown increases your Legend by 1/2 your total Infamous Rank and counts as 2 ranks higher for determining access to Favors. At rank 10 Infamous Renown counts as 2 ranks of Clerical, Heroic, Military, and Noble for procuring Favors. However, you also gain a Bounty - a price on your head - which represents the amount of effort the authorities or other antagonists might go through to bring you to justice. The formula for determining your bounty is simply: (Total Infamous Renown Rank ^ 3) * 50 Gold.
Part 2 | Social Progress
\pagebreakNum # Favors Heroes are rarely alone in their journey -- aided by grateful recipients of their kindness, powerful patrons, close friends, and others. Favors can take many forms, from a noble jailing a knavish member of the court to a bandit providing an out-of-the-way hiding place for the night; a military captain supporting the party's assault on a fortress; a wizened master providing exotic training. In all cases the characters are putting their names on the line for a Favor, which translates to spending Reputation for a potent, one-time, benefit. To call in a Favor, you must have the required Renown, devote the minimum Downtime, and spend the Reputation listed on the Favors table. You must also be in or near a population center or be able to communicate with allies who can plausibly provide the Favor. \columnbreak
You may only call in each Favor once per adventure, though you can keep it as a Prize if you'd prefer not to use it immediately. You may only keep 1 of each Favor as a Prize at any time, even if the Favor can grant multiple effects. ##### Downtime notation | | | |:-:|:-------| | H | 4 Hours| | D | 1 Day | | W | 1 Week | | M | 1 Month| | V | Varies. See entry for details. |
Part 2 | Social Progress
\pagebreakNum
## Table of Favors ##### Blessings (Party receives a benefit for a short period of time) | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Survival - Survive in any conditions | Celanos 3 | D | 2 | | Protection - +1 AC and Saves | Any 1 | H | 10 | | Luck - Temporary Inspiration | Heroic 2 | H | 15 | | Expedient Travel - No Random Encounter | Heroic 4 | D | 20 | | Retribution - Mark target, +1/+1 Weapon | Felanor 4/BurnKnt 1| H | 20 | ##### Bodies (Provides one or more bodies/body doubles) | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Body, Corpse - Supplied for any purpose | Any 2 | D | 2 | | Body Double - Look-a-like NPC of target | Any 4 | W | 10 | | Magical Double - Simple-minded clone | Any 6 | W | 20 | ##### Bounties (Manipulate an existing bounty) | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Curtail - Reduce existing Bounty 1 Rank | Any 3 | H | 20 | | Foster - Increase bounty by 100% | Any 3 | H | 15 | | Quell - Temporarily reduce Bounty | Any 1 | - | 10 | ##### Decrees (Mess with local laws temporarily) | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Holiday (No work or govrnmnt activity) | Clerical/Noble 2 | V | 2 | | Enact Minor Law (1 Month) | Military/Noble 4 | W | 5 | | Suspend Minor Law (1 Month) | Military/Noble 6 | W | 10 | | Enact Major Law (1 Month) | Military/Noble 8 | W | 15 | | Suspend Major Law (1 Month) | Military/Noble 10 | W | 20 | ##### Delivery (Safe transport of 1 message or Small item) | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Neighboring - Less than 50 miles away | Any 1 | - | 2 | | Regional - Within 500 miles | Any 3 | H | 5 | | Remote - Over 500 miles | Any 5 | D | 10 | | Magical Courier - Any planar destination | Any 7 | H | 15 | | Divine Courier - Any destination, Now | Any 9 | H | 25 | ##### Detention (Imprison 1 NPC without trial) | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | For one Day | Military/Noble 4 | - | 2 | | For one Week | Military/Noble 6 | H | 10 | | For one Month | Military/Noble 8 | D | 15 | | Indefinitely | Military/Noble 10 | W | 25 | | -- Per 5 characters detained | | - | +5 |
Part 2 | Social Progress
\pagebreakNum
##### Diversion (Arrange a Spectacle) | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Minor (DC+5, 1 minute) | Any 1 | - | 2 | | Moderate (DC+8, 2d6 min) | Any 2 | H | 5 | | Major (DC+10, 4d6 min) | Any 4 | D | 10 | ##### Event (Draw people to a gathering) | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Small (Sm. Crowd, Local) | Clerical/Noble 1 | - | 2 | | Med (Lg. Crowd, City) | Clerical/Noble 2 | D | 5 | | Large (Huge Crowd, County) | Clerical/Noble 4 | D | 10 | | Massive (Sea, Country) | Clerical/Noble 6 | W | 15 | ##### Extradition (Party relocates NPC who has been charged or imprisoned) | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Relocate/Delay Trial 1 Week | Military/Noble 4 | - | 10 | | Relocate/Delay Trial 1 Month | Military/Noble 6 | H | 15 | | Relocate/Delay Trial Indefinite | Military/Noble 8 | D | 25 | | Per additional 5 characters | +1 (max 10) | - | +5 | ##### Harassment | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Arc. Abuse (ArcanaDC+, -1WisSave) | Any 3 | D | 15 | | Arc. Abuse, S (Exhaust) | Any 5 | D | 20 | | Arc. Abuse, G (Cursed) | Any 7 | D | 25 | | Emo. Abuse (Frightened DC+, Paranoia) | Any 3 | D | 15 | | Emo. Abuse, S (DC++, More Paranoia) | Any 5 | D | 20 | | Emo. Abuse, G (Fits of Fear) | Any 7 | D | 25 | | Mnt. Abuse (Distracted) | Any 3 | D | 15 | | Mnt. Abuse, S | Any 5 | D | 20 | | Mnt. Abuse, G | Any 7 | D | 25 | | Phy. Abuse (Acro/Athl-2, Exhaust) | Any 3 | D | 15 | | Phy. Abuse, S (DC++, Exhaust) | Any 5 | D | 20 | | Phy. Abuse, G (DC++, Deaf/Blind) | Any 7 | D | 25 | ##### Invitation | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Private Access | Any 1 | - | 2-10 | | Privileged Access | Any 3 | H | 5-15 | | Elite Access | Any 5 | D | 15-30 | ##### Loan | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Loan - Gain items/coin/favor for debt | Any 5 | D | 1 per 1000g/2R |
Part 2 | Social Progress
\pagebreakNum
##### Pardon | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Minor Crime (Assault, Trespass, etc) | Any 4 | - | 15 | | Major Crime (Murder, Spying, etc) | Any 8 | D | 25 | ##### Pass | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Toll Pass (Regional, 1 Week) | Any 1 | - | 2-15 | | Weapons Pass (Regional, 1 Week) | Any 2 | H | 5-20 | ##### Reconnaissance | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Cursory (Public info, 1 key detail) | Military/Noble 2 | H | 2 | | Detailed (Private info, 2 key details) | Military/Noble 4 | D | 10 | | Exhaustive (Guarded info, 3 key details) | Military/Noble 6 | W | 20 | | Meticulous (Secret info, 4 key details) | Military/Noble 8 | W | 25 | ##### Rumor, Insidious (Spread vicious rumors which make it harder for target to gain Favors) | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Calm (Public wary, Favor Cost+2 ) | Non-Military 2 | D | 5 | | Earnest (Harsh eye, Favor Cost+5 ) | Non-Military 4 | D | 10 | | Impassioned (Frosty public, Favor Cost+10) | Non-Military 6 | W | 20 | | Zealous (Furious public, No Favors) | Non-Military 8 | W | 30 | | -- Target is a Group | - | - | +10 | ##### Rumor, Valorous | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Calm (Assistance DC-) | Non-Military 2 | D | 2 | | Earnest (DC--) | Non-Military 4 | D | 5 | | Impassioned (Free Favors, Hostility-) | Non-Military 6 | W | 10 | | Zealous (More Free Favors, Hostility--) | Non-Military 8 | W | 15 | | -- Target is a Group | - | - | +10 | ##### Safe Haven | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Common | Clerical/Heroic 1 | - | 2 | | Fancy | Clerical/Heroic 2 | H | 4 | | Luxurious | Clerical/Heroic 3 | D | 6 | | Extravagant | Clerical/Heroic 4 | D | 8 | | - Includes Mooring and Vehicle Storage | | - | +5 | ##### Safe Passage | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Neighboring (Within 50 miles) | Any 1 | - | 2 | | Regional (Within 500 miles) | Any 2 | H | 5 | | Remote (Over 500 miles) | Any 4 | H | 10 | | Outsider (To a realm of Aravas) | Any 6 | W | 20 |
Part 2 | Social Progress
\pagebreakNum
##### Spellcasting Services | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Court Wizard (Casts 1 spell of any sort) | Any [Spell Lv] | D | 2 | | Nosferatu (Casts Necromancy spells) | Voshim 2/Heroic 4 | D | 10 | | Ensorceler (Cast Spells for Favors) | Celanos 1/Any 3 | - | Varies | ##### Weird Devices | Favor | Renown Requirement | Downtime | Reputation Cost | |:----------------------------------------------|:-------------------|:----------:|:----------------:| | Glowstone | Any 1 | H | 1 | | Ingestible Index | Any 1 | D | 2 | | Polyglot Stone | Any 1 | W | 2 | | Eye of Vaharano | Any 2 | W | 5 | | Pyros' Glaze | Any 3 | W | 5 | | Spiritform of the Azani | Any 4 | W | 5 |
Part 2 | Social Progress
\pagebreakNum ## Favors Descriptions ### Blessing Through divine favor and potence, strength is granted to the party for a short time; typically 1 Week but see each blessing for details. #### Blessings of Survival (Celanos 3) [2,D] After a day of fasting you consume a fistful of freshly gathered and uncooked small-seed in a single bite and hard swallow, showing your favor to Celanos' bounty and she in return shows hers. Until your next Downtime, you need not make Survival checks to locate sources of food or shelter - you instead can feel the pull of her hand against yours which will guide you to suitable (if not always delicious or comfortable) shelter and food to ensure your survival - even in the harshest of locations. Unlike other favors, this Blessing may be gained well outside civilization's borders. #### Blessings of Protection (Any 1) [10,H] Resting in a bed of freshly turned earth, enriched by whatever you are sacrificing to Kagosho, you show favor to the God of Protection and in return gain his blessing as the enriched soil is drug away to Kagosho's realm. The party gains a divine +1 to their AC and Saving Throws. #### Blessings of Luck (Heroic 2) [15,H] Through an elaborate game of dice or bones that begins at sunrise, the party curries favor with Voshim - the Gambler of Bones. When the game ends, and all parties present have equally shared in a collective loss, Voshim blesses the Gamblers with her favor. The Party gains Inspiration that fades at the setting of the sun (this does not replace existing Inspiration). #### Blessings of Expedient Travel (Heroic 4) [20,D] Seeking the favor of Althara, Mother of Roads, in a day long ritual of communal travel through a maze with no entrance nor exit which has been blessed by Altharan Holy Water, the party will suffer no Random Encounters for the remainder of the week. #### Blessings of Retribution (Felanor 4 / Burning Knights 1) [20,H] In a dark room in which there is only one light source which casts each participant's shadow onto the young creature they would sacrifice, those participating advance. After 9 steps are taken each member plunges a sharpened weapon dripping with Felanor's Holy Water into what would be sacrificed, holding in their hearts the name of one who has maligned them. When withdrawn, the blades shall bleed with the same blood they drew for the next 8 hours, granting Advantage to attack rolls against the named target as well as +1 to Attack and +1 to Damage to all weapon attacks made by each participant. \columnbreak ### Bodies Through (discrete) arrangements with morticians, local farmers, 'a guy who knows a guy', con-artists with a few tricks up their sleeve, expert 'cleaners' secretly employed in certain courts and houses, or simply local bandits and thieves you can ask - and receive - a range of services intended to make finding a particular person difficult; whether dead or alive. #### Body, Corpse (Any 2) [5,D] You are supplied a corpse in any state of decay you wish. While you do not control the particular appearance or configuration of the cadaver, you can choose its sex and race and whether it died of natural or unnatural causes. #### Body Double (Any 4) [10, W] Choose any one NPC you're familiar with and you're supplied (or spend the time finding and gaining the services of) a not-particularly-skilled man or woman whose features are a close match for the NPC you've declared. Though those intimately familiar with the person you've chosen to procure a body double for in close proximity may see through your deceptions, at a distance - or with those unfamiliar with the exact appearance and mannerisms of your target - they will pass visual inspection. The Body Double will stick around for around 8 hours unless convinced through coin, reputation, or skill to remain for another 8 hours. #### Magical Double (Any 6) [20,W] Procured from distant lands, this heavily-cloaked and robed cabal of mages keep their identities well-secret for good reason. Through rituals and sigils complex and mind-bending, these shadowy folk can produce a clone of any one person you're familiar with that can follow simple instructions. Their physical appearance (and even clothing and weaponry; though each is made from simple fabrics and cheap tin in truth, either remarkably crafted and painted on the spot or illusions worked over the surface of rude fascimilies which are so real they have physical texture) is a perfect match for your target - but the double comes with no knowledge, training, or mannerisms and must be 'puppeteered' to pass more than a visual inspection. This Magical Double vanishes into wisps of sweet-smelling smoke after 8 hours, leaving only an unsettlingly-flesh-colored gourd in its place. ### Bounties It's not bribery if no coin changes hands, is it? In exchange for a portion of your Reputation, you can manipulate a currently-placed bounty on another character. #### Curtail (Any 3) [20,H] After your investment, whispers travel quickly and quiet coin and favors are traded. Shortly thereafter, your target will find their bounty has been reduced by 1 Rank. If their Rank is reduced sufficiently to reach Rank 0, their Bounty is withdrawn.
Part 2 | Social Progress
\pagebreakNum #### Foster (Any 3) [15,H] You throw your hat into the ring of this bounty, arranging for the parties already invested to increase their commitment, and its weight is felt by all. With renewed importance the bounty on your target is increased by 100%. #### Quell (Any 1) [5,H] Making a few arrangements, you get the parties backing the bounty of a particular character to withdraw some of their financial contributions to the reward in question. In effect, this reduces the character's bounty by one rank - but unlike Curtailing this is only a temporary arrangement. Should the target of the bounty continue to escape justice or the offended parties continue to hold their offense, the bounty will return to its former intensity after 1 week (thus returning to whatever Rank it was prior to the Quell favor being put into effect). ### Decree Alter local laws for a short time. #### Holiday (Clerical / Noble 2) [2, Varies] With the assistance of the local government and/or churches, you declare this day (or an upcoming day) to be one of rest in observance of a particular tradition, value, or person. On the declared day, all government activity and work activities are suspended. #### Enact Minor Law (Military / Noble 4)-- [5, W] Calling upon your accolades, you decree a new law must be temporarily observed in the local region for up to one month. Examples of minor laws include: A ban on the import/trade of a non-essential trade-good, enacting a curfew on visitors to a location, or restricting the visiting or accessing of an area in the region to those backed by any or a particular noble house. #### Suspend Minor Law (Military / Noble 6) [10, W] You decree that a currently standing minor law is to be temporarily suspended for up to one month. Examples include: Suspending the requirement for weapons to be peace-bound on entry to a location, suspending identity verification at the town gates, the barring of the consumption of a particular drug or food, or any of the minor law examples listed above. #### Instate Major Law (Military / Noble 8) [15, W] Well-vested by your renown, you temporarily instate a new and major law for up to one week. Examples include: Declaring the rule of martial law in a local city/town, enacting a curfew on everyone except the guards of a location, barring the worship of a member of the pantheon, demanding the city gates be shut and guarded such that none may pass, declaring the ownership or carrying of a particular item or class of item illegal. \columnbreak #### Suspend Major Law (Military / Noble 10) [20, W] Empowered by your status, you declare the suspension of a major law for up to one week. Examples include: The closure of the region's borders to travelers, a law which bars the local population from forming their own militia, or any of the major law examples above. ### Delivery This favor ensures the safe transport of 1 message or Small item to an area the following distance away from its point of origin. #### Neighboring (Any 1) [2, -] Any destination less than 50 miles away from your present location. The object/message travels 4 miles each hour until it reaches its destination (Maximum 12 Hours). #### Regional (Any 3) [5, -] Any destination within 500 miles of your present location. The object/message arrives in 1 Day for each 50 miles it would travel. #### Remote (Any 5) [10, D] Any destination over 500 miles from your present location. The object/message arrives in 1 Day for each 50 miles it would travel. #### Magical Courier (Any 7) [15, H] Any destination on the same plane of existence. The object/message arrives in 1 Hour for each 100 miles it would travel. #### Divine Courier (Any 9) [25, H] Any destination on any coterminous plane of existence. The object/message arrives six seconds after it was sent. ### Detention Order the detention of an NPC without trial or due process. | | |:-------------------------------------------------------------------| |For 1 Day (Military / Noble 4) [5, -] | |For 1 Week (Military / Noble 6) [10, H] | |For 1 Month (Military / Noble 8) [15, D] | |Indefinitely (Military / Noble 10) [25, W] | |Per 5 additional characters detained (+1, Max Rank 10) [+5, -] | ### Diversion Arrange a spectacle those in the local area will find difficult to look away from. #### Minor (Any 2) [1, -] The DCs for Perception or Insight checks for Observers in the Location against the party are increased by 5 for 1 minute. \pagebreakNum #### Moderate (Any 4) [5, H] The DCs for Perception or Insight checks made against the party by Observers in the Location are increased by 8 for 2d6 minutes. #### Major (Any 6) [10, D] The DCs for Perception/Insight checks made against the party by Observers in the Location are increased by 10 for 4d6 minutes. ### Event You facilitate the creation of an Event (festival, rally, protest, or other large gathering) which draws people to it - or away from another nearby Location. #### Small (Noble 2) [2, -] A local protest or private event with 10-100 attendees. #### Medium (Noble 4) [5, D] A speech or ceremony; a city-wide event that draws 100-500 attendees. #### Large (Noble 6) [10, D] A holiday or festival; a region-wide event which draws 500-2000 attendees. #### Massive (Noble 8) [15, W] A king's coronation; a national event which draws 2000-10000 attendees. ### Extradition Party ensures the relocation of 1 NPC who has been charged or imprisoned. The minimum downtime for Extradition favors is the time it takes for a message to reach those holding the NPC in question. The relocation may be to any populated location in the region. | | |:-----------------------------------------------------------------| |Relocate and Delay Trial for 1 Week (Military / Noble 4) [10, -] | |Relocate and Delay Trial for 1 Month (Military / Noble 6) [15, H] | |Relocate and Delay Trail Indefinitely (Military / Noble 8) [25, D]| |Per 5 additional characters (+1) [+5] | ### Harassment Cause the abuse of 1 NPC who resides in the location this Favor is gained in, inflicting penalties for a short period of time (usually 1 Day). Creatures immune to the conditions listed below do not suffer from abuse of the nature that condition was associated with. #### Arcane Abuse (Any 3) [15, D] The target is accosted by a wielder of discrete and simple curses who keeps well to the shadows as they weave strange magics into the air and ensure no spell is reliable under their watch. Arcana checks are +2 DC for the NPC and they suffer -1 to Wisdom Saving Throws. #### Arcane Abuse, Serious (Any 5) [20, D] As Arcane Abuse, but target gains a grade of Exhaustion and the +2 DC becomes +5 DC. #### Arcane Abuse, Grievous (Any 7) [25, D] As Serious Arcane Abuse, but with a Bestow Curse tailored to making their lifestyle difficult to maintain and, if a mage, their spells made wild and unreliable. #### Emotional Abuse (Any 3) [15, D] The target is harangued by a conspiracy of arranged coincidences that befuddle, demean, stress, and confuse. Items locked in safes are found out in the open, notes are left by their door speaking of knowledge they've kept hidden, trusted allies are suddenly called away on urgent business, and confidants overhear curious rumors they find themselves having to defend against. DCs for this NPC to resist the Frightened condition increase by 3. Characters with whom they have a Friendly attitude are treated Indifferently instead. #### Emotional Abuse, Serious (Any 5) [20, D] As Emotional Abuse, but DCs to resist the Frightened condition are increased by 5 and characters with whom they have an Indifferent attitude are treated as if they were Hostile. #### Emotional Abuse, Grievous (Any 7) [25, D] As Serious Emotional Abuse except that they suffer fits of fear (as the spell Fear) at some point during every hour that the abuse continues. #### Mental Abuse (Any 3) [15, D] The target finds themselves suddenly swept into situations where their memory and sanity are constantly called into question. TBD. #### Mental Abuse, Serious (Any 5) [20, D] TBD. #### Mental Abuse, Grievous (Any 7) [25, D] TBD. #### Physical Abuse (Any 3) [15, D] Athletics/Acrobatics checks are +2 DC for the NPC and they gain a grade of Exhaustion. #### Physical Abuse, Serious (Any 5) [20, D] Athletics/Acrobatics checks are +5 DC for the NPC and they gain two grades of Exhaustion. #### Physical Abuse, Grievous (Any 7) [25, D] Athletics/Acrobatics checks are +7 DC for the NPC and they are Deafened or Blinded.
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\pagebreakNum ### Invitation Gain access to a restricted event, secure location, or protected NPC. Cost increases if in a Hostile area and lowers if in a Friendly area. #### Private (Any 1) [2-10, -] A pivotal stadium game, a guard tower, an influential citizen. #### Privileged (Any 3) [5-15, D] Noble's ball, city court, a local lord. #### Elite (Any 5) [15-30, D] King's coronation, royal dungeon, the emperor. ### Loan (Any 5) [1 per 1000g / 2 Rep, D] Placing your name and assets as collateral, you promise to return money or an item borrowed to its owner before long. ### Pardon Escape punishment for a single crime. | | |:--------------------------| |Minor Crime (Any 4) [15, -]| |Major Crime (Any 8) [25, D]| ### Pass The party acquires special government or local sanction to bypass restrictions that may otherwise be a nuisance such as Toll or Weapon passes. This dispensation is temporary and only lasts for one week. The cost of this Favor increases in Hostile locations and lowers in Friendly locations. | | |:------------------------------| |Toll Pass (Any 1) [2-15, -] | | Weapons Pass (Any 2) [5-20, H]| ### Reconnaissance Through a few discrete inquiries, the party gains access to a network of scouts, spies, or seers to gain information on a target NPC or location. #### Cursory (Military / Noble 2) [2, H] Public information, common identification records, and 1 key detail. #### Detailed (Military / Noble 4) [10, D] Private information, special identification records; 2 key details. #### Exhaustive (Military / Noble 6) [20, W] Guarded information, restricted identification records; 3 key details. #### Meticulous (Military / Noble 8) [25 W] Secret information, top secret identification records; 4 key details. \columnbreak ### Rumor, Insidious By weaving and injecting misinformation and twisted truths into the public zeitgeist, you attempt to shift public perception towards 1 character or group. These rumors tend to only be temporary, however, as the truth tends to come to light about them - usually their shelf life is from a day to a week, depending on how believable the accusations are and how the accused conducts themself. #### Calm Campaign (Non-Military 2) [5, D] The public adopts a more guarded stance against the individual or group in question until these rumors are quelled but allies and friends of the individual or group are unaffected. The cost of all Favors for the target increases by 2. #### Earnest Campaign (Non-Military 4) [10, D] On hearing these rumors, the public turns a harsh eye to the target of these rumors. Those outside the target's circle of trust take a more distant and frosty stance towards the target. The cost of all Favors for the target increases by 5. #### Impassioned Campaign (Non-Military 6) [20, W] The rumors stir restlessly among the public and public opinion of the target dramatically dips. Even those inside the target's circle of trust will find it difficult to ignore these rumors and find it untenable to defend the target publicly. The cost for all Favors for the target increase by 10. #### Zealous Campaign (Non-Military 8) [30, W] These rumors have stirred the public into a furor and many are calling for an immediate and public hearing to see the truth of it. Riots are threatening to break out by even the mere suggestion that the target may escape justice for their supposed crimes. Even the target's closest allies have no choice but to join the crowd's calls for justice, though they'll do their best to suggest more reasonable courses of action. The target themselves will find it difficult to move about publicly or get anything done in the face of such a firestorm of public outcry as nearly anything they do only fuels the fires of these out-of-control rumors. Until the rumors are quelled, your target can not gain Favors or Community Services. #### Target is a Group (-) [+10,-]
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\pagebreakNum ### Rumor, Valorous Through exaggerations and full-throated support of your target, you attempt to shift the public's perception of the target. Though some will take these rumors as Felanor's truth, the public is liable to eventually see the truth of the target of your lionizing machinations - and unfortunately rumors of valor are oft more quickly forgot or dismissed than those more insidious - usually no more than a few days at best. However, they are far easier to spread than their negative counterpart. #### Calm Campaign (Non-Military 2) [2, D] The public becomes mildly interested in the target of your rumors and some may give deferential treatment to them and forgive minor trespasses. The DCs to convince NPCs in the region to assist your target is lowered by 2. #### Earnest Campaign (Non-Military 4) [5, D] Your stories spread in pubs and bars out the mouths of bards and barkeeps; are whispered by chance in local noble courts. Your target begins to be upheld in the public eye as a person of interest and small repute and they're liable to be approached by parties interested in sharing in their limelight or 'smoothing out' problems they notice in exchange for in-kind favors. The DCs to convince NPCs in the region to assist your target is lowered by 5. #### Impassioned Campaign (Non-Military 6) [10, W] A local star is born! The public is convinced of the rising status of the target in question and many hope to join them in the lofty goals and ideals you've seeded (that the target may or may not actually hold). The local nobility and mercantile groups begin open discussion of your target and begin to form their own opinions on why they feel they're worthy of their present status in the public eye. Beneficial favors which target your target whose Reputation cost is lower than 5 may be gained for free. Characters Indifferent to your target become Friendly. #### Zealous Campaign (Non-Military 8) [15, W] As rumors quickly pass from street to street and bar to bar on your target, so too does the story become even grander and the target even more interesting or revered by the public. Your target finds itself a momentary superstar - such that even insidious rumors may bounce off as 'rumors spread by jealous nobility/competing organizations'. They'll find themselves constantly invited to high society functions, private meetings with nobility, and offered gifts of favor and love letters alike as they're adored by the public as perhaps more than what they are or ever could be. Beneficial favors which target your target whose Reputation cost is lower than 10 may be gained for free. Characters Hostile to your target become Indifferent (they do not become Friendly). #### Target is a Group (-) [+5,-] \columnbreak ### Safe Haven More than mere shelter, you lay low with friends in low places who feed and possibly assist the party. These friends will lie to keep your location a secret and fight to give them time to escape should danger intrude. #### Common (Clerical / Heroic 1) [2,-] Shelter, 1 common meal, and 1 day's feed (if needed). #### Fancy (Clerical / Heroic 2) [4,-] As Common with 2 additional common meals. #### Luxurious (Clerical / Heroic 3) [6,-] As Fancy with an unspiced food or drink. #### Extravagant (Clerical / Heroic 4) [8,-] As Luxurious with 1 community service. #### Shelter includes Mooring and Vehicle storage (-) [+5,-] ### Safe Passage The party and its animals are safely transported to a destination thanks to the assistance of the traveling Veilmen. #### Neighboring (Any 1) [2,-] Within 50 miles, 1 day of travel to reach destination. #### Regional (Any 2) [5,-] Within 500 miles, 1 day per 50 miles of travel. #### Remote (Any 4) [10,-] Over 500 miles, 1 day per 50 miles of travel. #### Outsider (Any 6) [20,W] With the assistance of a Veilman sage, rather than traveling through the World Untamed you instead are freed to visit Aravas in spiritual form, selecting any one Divine Realm and gaining travel to it.
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\pagebreakNum ### Spellcasting Services Among the esoteric and the unknowable, there are many fringe services and benefits that can be found in the world of magic - so long as you're willing to pay with more than simple gold and silver. More than simply paying a local mage to cast a spell for you, gaining the Favor of Spellcasting Services draws mages out from their hovels and towers, from distant and exotic locales - and so rare is a spell which can't be cast for those willing to trade favors for spellcraft. #### Court Wizard (Any [Spell Level]) [Spell Level x Spell Level, D] Pick any one spell and this astute mage will cast it for you. This is a one time Favor (they won't stick around to see the aftermath) and the location the spell is being cast must be free of danger or hazards. #### Nosferatu (Voshim 2) [Varies, D] Calling on the services of the Spectral Network you summon a Nosferatu to do your bidding. The Nosferatu is capable of casting any Necromancy-college spell of any level but can read your thoughts and will assign a cost to that service based on how blasphemous or church-friendly said spell is. For instance, Astral Projection may cost 30 Reputation if your destination is Voshim's Divine Realm and 140 Reputation if your destination is Kerrno Vos' Demirealm. Casting Bestow Curse may cost 2 Reputation on a Grave-robber but 20 Reputation on a Gravekeeper. You may learn the cost of this Favor by simply asking the GM what it would cost to cast any Necromancy spell on a given target for given purpose during any Downtime where you have at least one Day of Downtime. #### Ensorceler (Celanos 1 / Any 3) [Varies, -] Calling in to the din of the Untamed, you issue summons for a Ladyspawn who arrives promptly, stepping out from the Veil through some convenient container portal in the nearby vicinity, regardless of its ability to contain their body. Ensorcelers of the Lady's Untamed Wilds are fickle and eccentric - but oft more than happy to assist in the casting of a spell for one devout to Mother Eternal. Their price, however, is oft not paid upfront - but in a manner of their choosing. The price for a casting of Blight may for instance be starting and participating in the creation of Valorous Rumors regarding a local garden - Favors for Favors, in other words. \columnbreak ### Weird Devices There is much more than magic in the world that can produce miraculous effects. The High-Lance has a collection of the strange and the 'wyrd' which it is willing to share with those who contribute more than gold and coin to their organization. Though these items must be procured during Downtime through the High-lance and its many sequestered offices, they may be used at any point in the following 48 hours of their issuance before they vanish back to the Vaults from which they were pulled. #### Glowstone (Any 1) [1,H] Also known as 'Starstone' amongst the Molgian and 'Glowform' amongst the Sarin. A popular, desirable, category of stone which radiates soft light in many colors. It is said that exposure to the particular sorts of prana the Vaults emit turns ordinary gemstone into these curious oddities; strangely, however, they hold only faint traces of magic and it is theorized that they are in fact predominately non-magical. There is a small industry which revolves around Glowstone craftswork - shaping them into pieces of art, changing their color, and so forth. Though typically seen on the well-to-do and the flashy merchant, for adventurers it serves as not just a piece of fashion and conversation but also as a utility since its light, though slightly weaker than a torch, never fades or falters - even in places where magic is treacherous or thin. While held or displayed, you are considered to have a Dim light source which reaches out 40 feet. Once per day, you may consume the prana in the stone to gain a +1 to an Arcana check; this all but snuffs the stone's radiance, which slowly recovers over the next 8 hours. #### Ingestible Index (Any 1) [2,D] By consuming this small, red and white, soft stone you gain 1 Tool, Weapon, or Armor Proficiency for 1 Day. #### Polyglot Stone (Any 1) [2,W] When this strange blue stone is held, shining yellow letters flicker on its surface when others speak near it. After a short period of attunement, the holder of the stone then intuitively learns to speak and hear a language presently being spoken after which the stone falls silent. This language knowledge lasts for 1 Day. #### Eye of Vaharano (Any 2) [5,W] By looking into this shining white pearl a bright beam is flashed into the holder's eye and, after a brief period of blindness, the user sees interactive instructions regarding how to engage in a particular sort of activity. Choose any 1 Skill - you are now Proficient in this skill. If you were already proficient in that skill, your minimum result with that skill is equal to your Proficiency bonus. This interface persists for 8 hours.
Part 2 | Social Progress
\pagebreakNum #### Pyros' Glaze (Any 3) [5,W] A luminescent orange fluid kept in a strange looking metallic container, Pyros' Glaze is used as if it were an eyedropper. There is only enough liquid in the container for a single application to two eyes. When the fluid makes contact with a creature's eyes, it spreads over its surface with a thin web of glowing, thin, fibers. For the following 8 hours, the user of Pyros' Glaze has Darkvision of the same increment as their normal vision and others have -5 DC to their Perception check DCs to notice the wearer. #### Wakebark (Any 3) [5,D] This particular bark hails from a Vault deep within the Lady's Forest, typically traded for at great cost for those foolish or daring enough to trade with the perpetually stern and enigmatic Lady of the Forest. Like Glowstones and Sunform found in the rocks surrounding Vaults, Wakebark is found in the Ladywood surrounding the Lady's Vault. Unlike its brethren which bears a sap that dries to a thin 'skin-like' membrane, Wakebark produces a sap which - when imbibed - allows its consumer to remain perfectly awake for a great deal of time. For the next 24 hours after consuming Wakebark, the consumer is immune to any spell which would cause it to fall unconscious and suffers no exhaustion from not sleeping. After the 24 hour period is up, however, the consumer suffers a grade of Exhaustion. #### Spiritform of the Azani (Any 4) [5,W] Hailing from a set of 14 of its brothers (the titular Azani Brotherhood), this veil is made of Spiritform - a light, glowing, airy fabric ritually blessed by Gravemasters which has a primitive intelligence sympathetic to its wearer. They are traditionally given as a graduation gift to their apprentices. What makes this set of particular interest to the High-Lance was that it was fashioned from fabrics found in a miraculously preserved burial chamber in a very old Vault and as a result has gained some strange properties. When worn, the bearer can see all spirits and ghosts and other incorporeal objects which might otherwise shy from their sight - this effect persists for the next 24 Hours before the fabric reverts to its usual (if still unsettling) natural state, only being able to provide the effect once more after being exposed to a full month's worth of moonlight. This is a non-magical effect and so functions even in areas where no magic would ordinarily function. These veils are sometimes difficult to come by due to Gravemasters finding them to be useful items when performing exorcisms. \columnbreak
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\pagebreakNum \columnbreak ## Contacts Contacts are NPCs who share a history and bond with a character within - or even the entire - party. To establish a Contact, a character may either choose an existing NPC who they have met and who has a Friendly Attitude towards them or create a new one, paying Reputation equal to (20 + CR*4) rounded up. ### Calling on your Contact The purchase of a Contact represents a kindness the character has extended and which the Contact is happy to return. Though not necessarily stalwart allies who would die to achieve the party's goals, they are loyal and dependable; even while Hostile they would refuse to betray the party's confidence to those who might tempt them and will never actively harm the party or its efforts. Everyone lives somewhere and most people will only travel so far from home - even for friends. A contact's home is set either by their background or when they're first called in and they remain in that location barring special circumstances. In order to be called, the party must be in the same region as the Contact's home and, when called, they will make best speed to reach the Party as quickly as possible - using any and all resources available to them to do so. If a Point of Inspiration or Luck is expended, they are instead coincidentally nearby and enter the party's location immediately. No skill check is required to gain a Contact's help but there's only so much help to go around. Each character may only call a Contact once per Downtime lasting longer than a week and each individual contact may only be approached once per the same. When called upon, a contact assists the character and their party with either 1 task or until 4 hours have passed. Of course, circumstances may dictate a contact can't or shouldn't leave when their generosity runs out - in which case they leave at the first reasonable opportunity; meanwhile, the character who called them in loses 1 Reputation and the contact 1 Grade of Attitude (Friendly -> Indifferent -> Hostile) per additional 4 Hours the contact remains. That Attitude recovers at a rate of one Grade per Downtime lasting longer than a week and Hostile Contacts may choose to ignore your summons at their discretion. In the event a Contact is killed, abandoned, or otherwise removed from play the character regains half their invested Reputation. ### How to Train your Contact You may invest Reputation into your Contacts to increase their prowess as your legends spread. If your Contact's CR is underneath the party's average Character Level, you may spend 10 Reputation to bring them up to the Party's Average Level, representing you introducing them to reclusive masters, high-grade weapons/armor vendors, and powerful sorcerers as well as trading favors with said entities to enhance their talents and gear.
Part 2 | Social Progress
\pagebreakNum
# III ##### Holdings
\pagebreak ## Holdings Homes, hideouts, houses, holes you're squatting in - all of these are Holdings. Each holding costs separate prize slots with a scale ranging from 1 to 12. A holding Scale determines a number of things, including the maximum number of guests you can host and shelter there (in addition to yourself). A holding's base Reputation cost is also listed on the table, and additional Reputation may be pend to improve or invest in a holding with Assistants, Fortifications, Functions, Guards, Rooms, and Tradesmen. The scale of each of your holdings may not exceed the higher of your Panache or Prudence. The more detail you can lavish on holdings the better; these are places where you and your party should be spending a lot of Downtime, and perhaps even the odd hour or two. ### Holding Scales | Scale | Examples | Max Guests / Rep Cost| |:---:|:--------------------------------------: |:---:| | 1 | Inn room; ship storage room | 2 | | 2 | Apartment over shop; deck | 5 | | 3 | Cottage; fishing boat | 10 | | 4 | Small farm; dock compound | 15 | | 5 | Boarding house; barracks; barge | 20 | | 6 | Large farm; small caravan | 30 | | 7 | Hunting lodge; ironclad | 40 | | 8 | Small manor house; galley | 50 | | 9 | Large manor house; large caravan| 75 | | 10 | Large manor hous and compound | 100 | | 11 | Mansion; mountain aerie; ship-of-the-line | 150 | | 12 | Palace; private island; college | 250 | ### Holding Investments (Rooms) [10] Special rooms can be built into holdings, providing benefits to you and your guests when you're there. Each Room costs 10 Reputation. By default, a holding may only benefit from one of each specific Workshop, Stables, Throne Room, or Torture Chamber but may otherwise benefit from multiple similar rooms. A Holding may have a number of Rooms equal to 1/2 its scale (rounded up, minimum 1). Lastly, a Room may be improved by investing an additional 10R into it; doing so makes said room consider the Holding's scale to be 8 (if 5 or below) or 12 (if 6 or higher). #### Armory Once per week may supply either 1 Martial Melee weapon, a number of Simple Melee weapons equal to its Scale, or 1R for Military Favors. #### Dressing Room Guests who visit this room gain a temporary +1 to their Charisma which lasts until they leave your Holding. Once per month supplies 25x Scale Gold in Clothing. #### Escape Passage Hidden (DC 20) exit to an untended or unguarded point of your choice within 5 Miles. #### Kitchen Once per week supplies 50 x Scale Silver in Food and Drink. #### Library Choose one of the following subjects: History, Nature, Religion. While in this library, you and your Guests may make Investigate checks using the chosen subject's bonus (or your Investigate bonus, whichever is higher); additionally, once per Day you may reroll an Investigate check while inside the Library. #### Prison Holds 2 x Scale in Prisoners; they are detained in a non-damaging manner of your choosing (jail cell, gated pit, chained to walls, suspended iron baskets). #### Stables Animal Handling or Medicine checks on Animals in your Stables are given Advantage. #### Throne Room While in this Room, you gain Advantage on Persuade checks. #### Torture Chamber While in this room, you gain Advantage of Intimidate checks. #### Vault Hidden (DC20) and Locked (DC20+Scale) storage for up to 1000 lbs of items. #### Workshop Choose any skill which has an associated kit. While in this workshop, you are considered to have that kit and roll with Advantage on checks which would use that kit. If you are proficient in the use of that kit, you gain an additional bonus to your roll equal to your proficiency.
Part 3 | Holdings
\pagebreakNum ### Holding Investments (Renown Rooms) [10] Some organizations gift their highest ranking members - or at least allow them to build - extraordinary rooms which may hold amazing power. All the following rooms carry both the same costs and the same restrictions as any other Room. ##### Bed of Flowers (Renown 3) A verdant paradise, this room contains many blessings to Celanos and her brother Kagosho - and receives their favor in kind. Tiny spirits and insects flit about in this perpetually moonlit (thanks to a false skylight) glade and the ground is soft and cushioned. The very earth of this room is so rich in life-giving energies that it can actually speed the healing of those who are sick or wounded. In its center stand several tall stones retrieved from a nearby quarry on which are chiseled many thanks to Kagosho and are routinely filled with semiprecious stones and small offerings of blood. Amongst these stones lay a series of flat slabs overgrown with moss which make surprisingly comfortable beds. Resting in this room removes all temporary attribute impairments and produces a single vial of Nectar of Nature once every Downtime longer than a week. The Nectar of Nature, when imbibed, restores 1d6 of your Hitdice (up to your maximum) and lasts until 24 hours after this Downtime ends, at which time it expires and provides no benefit. ##### Court of Eyes (Renown 3) This somewhat unsettling room is like a King's court out of someone else's nightmare. Though otherwise refined, trimmed, and worked as a chamber fit for a King/Prince to hear those who would petition their services it is near-to-bursting with reliefs of eyes which move to watch those within it when they're not being directly observed. Each of these Eyes has been given a small glowform core which provides a nest and source of nourishment for Maunfolk who gain a psychic link to whomever sits in the Throne. Their focused attentions and unearthly minds quickly go to work on all those who enter this Court, loyally relaying information and second opinions to their Master. Add half this Holding's Scale to Insight checks (Rounded down, Min +3) you make while in this Room. ##### Grand Room (Renown 3) As chosen non-Renown-Only Room except either: effect doubles or becomes once per short rest, benefits all guests instead of just the party, if it's a Workshop/Library/Similar gains the benefits of any kit upgrades up to (Scale) complexity, or Vault/Prison capacity is increased 10x. ##### Great Library (Renown 3) As Library and as Workshop except benefiting Investigate OR As Library and choose a number of discrete subjects (Local Laws, Regional Conflicts, Noble Lineage, Ancient Vaults, etc) equal to the holding's scale instead of 1 -- as with a Library all those subjects you make Investigate checks on to learn information, except that the DC to gain that information is 5 lower. \columnbreak ##### Great Ward (Renown 3) Weaving magic into a large and intricately carved glyph, you work the forces of magic itself to bind those who would attempt to enter the Holding who subscribe to a particular faith or are of particular mind. Choose one alignment or Type - characters with that quality cannot voluntarily enter this holding. ##### Meditation Chamber (Renown 3) In this calm space whose walls have been treated specially to dampen sounds and lit by specially treated candles which do not pop or sizzle rests a series of well-stuffed floor pillows which produce a relaxing and focusing scent when sat upon. Specially built to enhance and deepen the ability of those within it to be able to focus and meditate, if you Rest in this Room during your Downtime which lasts longer than a week you'll gain +1 to your Saves, Initiative, and Defense for 24 hours after this Downtime ends. ##### River of Potions (Renown 3) With the assistance of Druids, Sorcerers, and Warlocks alike this cave-like room's very stones drip with alchemical substances of many a variety which collect into thin, swirling, lines of ever-moving fluids which bend back upon themself. The confluence of these strange and naturally-worked stones is to, by itself, replicate and reproduce methods of potion-brewing which have been obtained from ancient Vaults and jealously held by Princes and Kings alike. Once per Downtime lasting more than one week, this room supplies the Holding's Scale in Common Potions of Healing and one Uncommon Potion of your choice for every 4 Scale. ##### Veilman's Shrine (Renown 3) The Holding is protected by a bevy of small and unusual simple-minded spirits who nest in the Shrine and by prayers to Kagosho which form a permeable but mostly invisible dome which spans the borders of the Holding. The borders of the room are layered with shelves that contain all matter of foreign and exotic plants, stones, oils, and powders amongst scrolls obtained by Veilmen that record their thoughts on spiritual and alchemical matters such as simple exorcism methods and ponderings on potential uses of various plants and animals in service to curing disease or providing protections. Resting here cures the party of diseases and curses up to DC equal to (10 + your Holding's Scale + your Character Level). In addition, hostile Outsiders and Spirits may either not enter the Holding or choose to hold an Indifferent attitude towards all Guests within it until they leave. #### Altars Altars are more than Shrines to a deity, they are wellsprings of power and glorious vaults brimming with secret knowledge afforded to the most devout. ##### Altar of Mutation (Kerrno Vos 9) Once per month you may sacrifice a villain, creature of great repute, or a magic item at this altar. Doing so returns the result of two Magic Treasure Rolls; you may choose which Magic Item you receive.
Part 3 | Holdings
\pagebreakNum ##### Altar of Light (Felanor 9) Your Holding becomes immune to spells which create Magical Darkness and is lit at all times as if it were outside on a cloudless day. Further, all invited guests to your Holding receive the benefits of Beacon of Hope for the duration of their stay. ##### Altar of Freedom (Pyros 9) While in your Holding, invited guests may cast the spells Alter Self, Dancing Lights, Faerie Fire, and Freedom of Movement at their leisure. The effects of these spells linger for 1 Hour after their casting. ##### Altar of Nature (Celanos 9) While in this room, you may cast Animal Messenger and Conjure Animals once per hour. Sustained meditation or sleeping in this room (any Long Rest) confers the effects of a casting of Commune with Nature. Finally, once per week, you may Conjure Fey to summon an Ensorceler of the Lady's Untamed Wilds to this room. Spending your Downtime in this room is free and it spontaneously generates enough Food and Water to indefinitely satiate your Guests hunger and thirst. ##### Altar of Spirits (Voshim 9) The Altar of Spirits connects through the Spectral Network both to Voshim's Divine Realm and to all other such Altars, allowing Gravemasters of great repute to travel as if made of fog to the aide of other high-ranking clergy of Voshim's church when they are granted such permission. This room is guarded by Gravemist which pours as a river out from the Altar to the floor, around the room's edge, and back into the Altar. Any casting of Contact Other Plane in this room causes no damage and confers no adverse effects should the casting or subsequent saving throw fail. ##### Altar of Holy Retribution (Burning Knights 9) In this room rests a simple pedestal that holds a brass bowl which is ever filled with Felanor-aligned Holy Water which perpetually burns with a bright green fire. Aberrations, Godlings, and followers of Zohulu can't voluntarily enter this holding. If forced into it their maximum hitpoints drop to 1 hitdie and they have disadvantage on all checks. \columnbreak ##### Special Containment Room (High-Lance 9) You may store up to your Holding's Scale in Weird Devices. Any Weird Device stored in your Special Containment Room returns here rather than to its original Vault and you do not need to pay additional Reputation to gain another usage of it. Devices instead recharge either in their listed time as they are held in this room or in one week. If this room is improved, you may both summon and store Weird Devices from this Room as a Bonus action so long as you are on the same plane of existence. ##### Sunform Transceiver Array (Grand Wheel 9) Through complex machinations of magic and technology (some of it pried at great cost from the High-Lance) the Sunform Transceiver Array allows those who sit in its chair to see a real-time regional map showing the location of all members of the Grand Wheel, their names, their destination, and what cargo they are presently carrying. What's more, once per Day you may engage the Transceiver Array to trade and speak with any member of the Grand Wheel regardless of distance, using their Sunform pendant as both a magical mouth and ear. Any item purchased is sent by Magic Courier to arrive in this Room and Availability is ignored while engaging in trade in this room; you will always be able to find a purchaser for any magic item and all items (excluding Magic Items) are for sale. ##### The Eye of Justice (Eye 9) This room is covered in prayers to Felanor, draped in soft fabrics, and is meticulously cleaned and maintained. In its center is a simple reflecting pool and, when your Symbol of the Eye is presented, affords a literal, realtime, God's Eye view of the surrounding 10 mile area which you may fly freely around in as if a bird. Prayers to Felanor may be heard here and their origin is reflected in the reflecting pool. While at night you will be unable to see the surrounding area but the relative distance and origin of prayers to Felanor are still clearly shown. Criminals are shown at all times in red through the reflecting pool, along with a brief summary of their crimes; note this only applies to previously/currently convicted or legitimately accused criminals.
Part 3 | Holdings
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# IV ##### Crafting
\pagebreak # Crafting Sometimes adventurers are more than a strong sword arm or a spell-slinging source of powerful magic. They are inventors, creators, and craftsmen who wield blades as proficiently as they might sculpt stone. Though the amount of time required to become a true master craftsman may leave their sword-arm slightly less trained than the next best (wo)man, they make up for it with a truly honed edge and fantastical constructions. (Not to mention being able to supply those who would protect them with better means to do so) ## Downtime Construction During any Downtime period, you can spend your time working on your side or main projects rather than Resting. Begin by selecting the sort of Construction the item you're attempting to build is. Then, at the end of that Downtime period, roll 1d20+relevant crafting attribute+proficiency+tool proficiency (if you have a Tool related to this craftsmanship and are proficient in it). With the result cast, consult the Crafting Results by Time Investure table and look up where your result lies. You make that much progress towards creating the item in question and may add up to an equal amount of Gold value in materials should you already have materials for this sort of Construction. Should you meet or exceed the value of the item in question, you finish its construction and may add it to your inventory. Any excess value over the item's value is added back to you in the form of that category's type of Construction materials (e.g. 14g in Blacksmithing materials or 114g in Drugs-crafting materials) which may be sold at market price or kept for future projects. ### Raising the Barn Other players may contribute their Reputation, Gold, and Materials to your works with your permission. If they decide to directly aid you by engaging in Downtime Construction on the same project you are, they add 2 to your roll. ##### Crafting Results by Time Investure | Result | Per 4 Hrs | Per Day | Per Week | Per Month | |:------:|:---------:|:--------:|:--------:|:---------:| | < 7 | -/- | 1g/- | 10g/0.25| 50g/1 | | 8-12 | 1g/- | 3g/- | 30g/0.5 | 150g/3 | | 13-17 | 2g/- | 6g/- | 60g/1 | 300g/5 | | 18-22 | 3g/- | 10g/0.25| 100g/1.5 | 500g/7 | | 23-27 | 5g/- | 15g/0.25| 150g/2 | 750g/9 | | 28-32 | 7g/- | 21g/0.5 | 210g/2.25|1050g/11 | | 33-37 | 10g/0.25 | 28g/0.5 | 280g/2.5 |1400g/13 | | 38-42 | 13g/0.25 | 36g/1 | 360g/3 |1800g/15 | | 43-47 | 17g/0.5 | 45g/1 | 450g/3.25|2250g/17 | | 48-52 | 21g/0.5 | 55g/1.5 | 550g/3.5 |2750g/19 | | 53-57 | 25g/1 | 66g/1.5 | 660g/4 |3300g/20 | ### Categories of Construction | Type of Craftsmanship | Relevant Attribute | |:----------------------|:-------------------:| | Blacksmithing | Strength | | Carving/Weaving | Dexterity | | Book-writing | Wisdom/Charisma | | Alchemy | Intelligence | | Carpentry | Constitution | | Masonry | Strength | | Cooking/Brewing | Wisdom | | Drugs-crafting | Intelligence | | Rune-carving | Charisma | | Enchanting | Charisma | ### New Feat : Essence Binder On choosing this feat, gain your Character Level-2 in randomly rolled Essences (reroll duplicates) and 2 of your choice. These Essences are Essences you now may Enchant Magic Items with. Each crafted magic item's level is equal to yours and its Reputation cost may not exceed your Character Level + Charisma Modifier. For each additional Crafter who has access to the same Essences you're enchanting the Magic Item with, you may raise that limit by an additional 5. Each time you gain a Character Level you gain a new Essence (reroll duplicates). After completing an Adventure of the World's choice, you may create 1 Artifact with up to 4 Essences (and 4 Charms if you have Charm Binder). Finally, your Crafting results are doubled when you use Downtime Construction to craft Reputation for Enchanting; tripled if you also have Charm Binder. ### New Feat : Charm Binder On choosing this feat, gain your Character Level-2 in randomly rolled Charms and 2 of your choice. These Charms are Charms you now may Enchant Magic Items with. Each crafted magic item's level is equal to yours and its Reputation cost may not exceed your Character Level + Charisma Modifier. For each additional Crafter who has access to the same Charms you're enchanting the Magic Item with, you may raise that limit by an additional 5. Each time you gain a Character Level you gain a new Charm (reroll duplicates). After completing an Adventure of the World's choice, you may create 1 Artifact with up to 4 Charms (and 4 Essences if you have Essence Binder). Finally, your Crafting results are doubled when you use Downtime Construction to craft Reputation for Enchanting; tripled if you also have Essence Binder.
Part 4 | Crafting
\pagebreakNum ## Magic Items The most difficult Prize to acquire, Magic Items are the only sort of Prize which can't be purchased and must, instead, be found crafted or gifted. Most magic items are relics of legend in one way or another and gaining one should not be taken lightly. However they're gained, most magic items have 2 "slots" that may be filled with either two Charms, two Essences, or one of each. A **Charm** is an effect that's imbued or forged into the object when it's enchanted while an **Essence** is an effect innate to the object in some way. A magic item also has a level ranging from 1 to 20, though it's usually equivalent to the average CR of creatures found in the vicinity from which it was gained. Among other things, an item's level is used to determine its Charm Bonus and its Casting Level. ### Curses Charms and Essences each add to the item's Reputation Value, but a magic item may also have any number of Curses, called *Burdens* or *Corruptions*. Burdens, like Essences, are powerful and static penalties whereas Corruptions may grow. These Curses produce a Reputation 'Credit' and the item gains one additional slot for every curse it has that may be filled for no cost - so long as the total cost of these extra slots does not exceed the combined Curse credit. ### Drawbacks Similar to Curses, an item may also take Drawbacks -- these don't credit Reputation value but instead simply reduce the cost of the item directly. A single item may have any number of Drawbacks and may even take the Handed and Trait drawbacks multiple times but for all Drawbacks, the item only gains the discount from the most severe of each sort of drawback. As such, if the item requires 4 hands to use (20R discount) but is also Stationary it only gains the 20R discount from Stationary. All Magic Items have a minimum cost of 1 Reputation. ### Spell Uses Quick Notation Guide: "1/S": Once per Short Rest. "1/A": Once per Downtime which lasts a Week or longer. ### Artifacts Some magic items rise above the rest, pivotal objects that become a unique fixture in a character's life, as integral to their legend as their fellow compatriots. These remarkable items are called Artifacts. Artifacts differ from traditional magic items like so: * An Artifact has up to 10 'slots' that may be filled with any combination of Essences and Charms. * When a Character's Level is higher than their Artifact's they may spend Character Level * 2 reputation to increase the Artifact's level. * Because an Artifact is intrinsically linked with its owner attribute changes it grants are considered permanent. * Each Character may possess only 1 Artifact at a time; they take no Prize Slots. If a Character abandons their Artifact they lose Reputation equal to their Character Level. ##### Charm Bonuses | Level | Lesser | Greater | |:-----:|:------:|:-------:| | 1 | +1 | +2 | | 2 | +1 | +2 | | 3 | +1 | +3 | | 4 | +1 | +3 | | 5 | +1 | +3 | | 6 | +1 | +3 | | 7 | +1 | +4 | | 8 | +2 | +4 | | 9 | +2 | +4 | | 10 | +2 | +4 | | 11 | +2 | +5 | | 12 | +2 | +5 | | 13 | +2 | +5 | | 14 | +3 | +5 | | 15 | +3 | +6 | | 16 | +3 | +6 | | 17 | +3 | +6 | | 18 | +3 | +6 | | 19 | +3 | +7 | | 20 | +4 | +7 | ##### Spell Grade (+ Uses) | Item LV | I
0-3 | II
4-5 | III
6-7 | IV
8+ | |:-----:|:---:|:---:|:---:|:--:| | 1-3 | 1/S | -- | -- | -- | | 4 | 1/S | 1/S | -- | -- | | 5 | 2/S | 1/S | -- | -- | | 6 | 2/S | 1/S | 1/A | -- | | 7 | 2/S | 1/S | 1/A | -- | | 8 | 3/S | 1/S | 2/A | 1/A| | 9 | 3/S | 2/S | 2/A | 1/A| | 10 | 3/S | 2/S | 2/A | 1/A| | 11 | 3/S | 2/S | 2/A | 1/A| | 12 | 4/S | 2/S | 3/A | 1/A| | 13 | 4/S | 3/S | 3/A | 2/A| | 14 | 4/S | 3/S | 3/A | 2/A| | 15 | 5/S | 3/S | 3/A | 2/A| | 16 | 5/S | 3/S | 4/A | 2/A| | 17 | 5/S | 4/S | 4/A | 3/A| | 18 | 5/S | 4/S | 4/A | 3/A| | 19 | 6/S | 4/S | 4/A | 3/A| | 20 | 6/S | 4/S | 5/A | 3/A|
Part 4 | Crafting
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##### Lesser Charms | d20 | Essence/Charm | Effect | Reputation Cost | |:-----|:---------------------------|:-----------------------------------------------|----------------:| | 1-2 | Blinding | You are hidden from divination magic | 15 | | 3 | Frostbinding | Resist cold damage, ignore snow/ice difficult terrain penalty| 15 | | 4-5 | Storage | Trigger for extra-dimensional storage | 10 per 30 pounds | | 6-7 | Quieting | Item makes no sound. Situational Advantage to Dexterity(Stealth)| 15 | | 8-9 | Winged | Functions as Broom of Flying | 10 | | 10-11| Affixment | As effects of Immovable Rod | 15 | | 12-13| Font | Functions as Decanter of Endless Water, except instead of Water a random Substance (roll on Substances table).| 20 | | 14 | Dessicant | As Dust of Dryness but for a random Substance (roll on Substances table)| 20 | | 15 | Mote | As effects of Driftglobe | 10 | | 16-17| Smoking | As the effects of Eversmoking Bottle | 10 | | 18 | Power | Your Strength score is 14. No effect is Strength was higher| 15 | | 19-20| Transforming | Cast Disguise Self at Will | 15 | ##### Greater Charms | d20 | Essence/Charm | Effect | Reputation Cost | |:-----|:---------------------------|:----------------------------------------------|-----------------:| | 1-2 | Binding | As effects of Iron Bands of Bilarro | 25 | | 3 | Savior | Any critical hit dealt to you is instead normal| 30 | | 4-5 | Healing | As Keoghtom's Ointment, except with variable uses| 10 per Use | | 6-7 | Vanishing | As Oil of Etherealness, making application time 1 Action| 50 | | 8-9 | Feathered | As effects of Ring of Feather Falling | 25 | | 10-11| Nature | (Trigger) Planted into soil, item transforms into a large tree. Trigger again to revert to normal form. | 30 | | 12-13| Revealing | As effects of Lantern of Revealing | 20 | | 14 | Ritual | Trigger item to 'store'/'release' Ritual spell|Spell Level ^ 2 | | 15 | Spell Horde Gem | Gain an additional Spell Slot of Level | (Grade + Spell Level) ^ 2 | | 16-17| Spell Effect (Any Grade) | Trigger item for 1 Spell's effect | Grade * 3 * Uses (Min 0.5)| | 18 | Spell, Permanent (III-V) | Permanent Spell Effect | (Grade + Spell Level) * 3 | | 19-20| Annihilating | When an object is attacked, deal maximum damage | 25 |
Part 4 | Crafting
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##### Lesser Essences | d20 | Essence/Charm | Effect | Reputation Cost | |:-----|:---------------------------|:--------------------------------------------------------------|----------:| | 1 | Recharging | At chosen time of day, item regains 1 Use/Charge | 10 | | 2 | Vicious | As the effects of Vicious Weapon | 15 | | 3 | Tricky | Trigger item to change it into same-sized other gear | 3 | | 4 | Proficiency | Gain 1 Skill Proficiency | 10 | | 5 | Intelligent | Item has bestial intelligence and understands basic commands | 8 | | 6 | Aligned | Weapon or attacks deal Radiant damage | 4 | | 7 | Exotic Damage | Weapon/Weapon Attacks deal another non-Radiant damage type | 5 | | 8 | ------------- | | --- | | 9 | Damage Aura | Adjacent attackers suffer 1d6 damage when they hit you | 6 | | 10 | Damage Resistance | Gain Damage Resistance against 1 damage type or source | 8 | | 11 | Quickening, Lesser | Trigger to gain Inspiration (Once per Day) | 8 | | 12 | Travel Speed | +3 miles per hour (Travel speed only) | 10 | | 13 | Quickness | +10ft to one movement speed | 10 | | 14 | Freedom of Motion | Grants new movement speed at 20 feet | 12 | | 15 | Saviour | +1 Magic bonus with one type of save | 8 | | 16 | Vitality | +1 (Hitdice+Constitution Modifier) in Hitpoints | 12 | | 17 | Mortal Wounds | Automatically stabilize at the start of your turn | 10 | | 18 | Animated | Item may take one Action per Hour | 10 | | 19 | Talent | Gain 1 Tool Proficiency | 10 | | 20 | Spectral | Item's range doubles | 20 | ##### Greater Essences | d20 | Essence/Charm | Effect | Reputation Cost | |:-----|:---------------------------|:--------------------------------------------------------------|----------:| | 2 | Recharging | At chosen time of day, item regains 1d3 expended Uses/Charges| 25 | | 3 | Soulforge | May conjure up to 40g in non-magical items each session | 10 | | 4 | Intelligent | Item is intelligent and may communicate | 15 | | 5 | Damage Aura | Adjacent attackers suffer 1d10 damage when they hit you | 10 | | 6 | -------------- | | --- | | 7 | Invulnerability | You gain Damage Resistance against non-magical sources | 30 | | 8 | Quickening, Greater | Trigger to gain Inspiration (Once per Hour) | 20 | | 9 | Travel Speed | +7 miles per hour (Travel speed only) | 20 | | 10 | Quickness | +20ft to one movement speed | 25 | | 11 | Freedom of Motion | Grants a new movement speed at 50ft | 25 | | 12 | Saviour | +1 Magic Bonus to all Saves or +4 to one Save | 25 | | 13 | Vitality | +15 Maximum Hitpoints | 25 | | 14 | Mortal Wounds | Ignore the first Death Saving Throw made each session | 20 | | 15 | Feat | Grants 1 specific Feat | 30 | | 16 | Talent | +2 Critical Range with one Skill | 20 | | 17 | Animated | Item may take one Action three times per combat | 25 | | 18 | Casting Potence | +2 to your Casting Save DCs | 20 | | 19 | Heroic Surge | (Action) Refresh all your per Short Rest features | 30 | | 20 | Spectral | Item's range triples | 30 |
Part 4 | Crafting
\pagebreakNum ## Burdens and Corruptions Curses use similar rules to Essences (Burdens) and Charms (Corruptions) with a few important exceptions. First, rather than scaling to Character Level, those that scale (Corruptions) may be set at any amount desired by the crafter. Second, all Burdens and Corruptions are available to any crafter with Charm or Essence Binding Basics. And finally, both Burdens and Corruptions afford a Credit - they do not reduce the cost of an item but instead the crafter combines the total value of the Credit and may imbue the item with additional Essences/Charms with a total cost up to the Credit of the Burdens/Corruptions, these extra enhancements ignore the normal two-slot limit per item. In order for an item to have a Curse, it must also have at least one Charm or Essence of its own. However, *crafting* a Cursed item is very quick as the crafter allows far darker magicks into their work: when determining how much Reputation value must be produced by your crafting check, Charms and Essences that have been granted by Burdens and Corruptions have their Reputation Cost decreased **to 10% their normal cost** (rounded up, Minimum 1).
##### Drawbacks | d20 | Drawbacks | Effect | Cost Reduction | |:-----|:---------------------------|:--------------------------------------------------------------|----------:| | 1-2 | Restricted | Only functions in one specific way | 5 | | 3-4 | Limited | Only functions for or against one Race | 7 | | 5-6 | One-handed ◘ | Requires 1 hand to use | 3 | | 7 | Two-handed ◘ | Requires 2 hands to use | 5 | | 8 | Stationary☼ | Item is Stationary and may not be moved | 15 | | 9-10 | Slow Activation ♦ | Activation requires 1 Round (Start of your next Turn) | 5 | | 11 | Slow Activation II ♦ | Activation requires 10 Minutes | 10 | | 12 | Slow Activation III ♦ | Activation requires 1 Hour of Downtime | 20 | | 13-14| Trait I ☼ | Item has a single Magic Item Trait | 3 | | 15-16| Trait II ☼ | Item has two Magic Item Traits | 5 | | 17 | Slow-binding ☼ | Requires Attunement | -10% | | 18 | Crumbling ▲ | On use, Roll d20. On 1 item crumbles into dust | -30% | | 19-20| Charged ▲ | Item may only be activated 5 times (1/2 total cost to Recharge)|-20% | ##### Lesser Burdens | d20 | Burden | Effect | Reputation Credit| |:-----|:---------------------------|:--------------------------------------------------------------|----------:| | 1-3 | Cumbersome ◘ | You lose one armor proficiency while item is in use/held | 3 | | 4-6 | Befuddling ◘ | Roll 1d20 at each Downtime's end: Proficient Skill Critically Fails on that roll | 5| | 7-9 | Erratic ◘ | Attacks with one type of weapon are always nonproficient | 5 | | 10-11| Leeching ◘ | You start each combat with the Bleeding condition. | 3 | | 12 | Weakening ◘ | Your maximum hitpoints are reduced by one Hitdice. | 5 | | 13-14| Dread ◘ | Your maximum hitpoints are halved. | 15 | | 15-16| Burdensome ◘ | You are always at least Lightly Encumbered. | 5 | | 17 | Dizzying | Your Passive Perception drops by 5. | 3 | | 18 | Clouding | Insight check DCs are 5 higher for you. | 5 | | 19-20| Dulling ◘ | Lose access to one Proficiency | 5 | ♦ Drawback may not be taken if effect is continuous or constant ▲ May not apply to items which are destroyed by their own effects ☼ Incompatible with Consumable and Charged ◘ Item effect must be Constant
Part 4 | Crafting
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##### Greater Burdens | d20 | Burden | Effect | Reputation Credit| |:-----|:---------------------------|:--------------------------------------------------------------|----------:| | 1-3 | Cumbersome ◘ | You lose all armor proficiencies while item is in use/held | 10 | | 4 | Hateful ◘ | You gain Damage Vulnerability to one type/source of damage | 15 | | 5-7 | Sickening ◘ | You are considered Poisoned on taking damage from one type/source| 10 | | 8-9 | Degrading ◘ | Whenever the item is equipped, your minimum Grade of Exhaustion is 1| 10 | | 10-12| Stumbling ◘ | Whenever you critically fail, you take no Actions on your next turn| 10 | | 13-14| Crippling ◘ | Your Strength score drops to 3 while item is in use/held | 15 | | 15 | Death-defying ◘ | All hits you suffer are Critical Hits | 30 | | 16 | Distorting ◘ | Rolls involving your highest Attribute ignore your modifier | 10 | | 17 | Mana-collecting ◘ | Your saves versus Spells are considered 2 lower | 15 | | 18 | Maddening ◘ | On Initiative, roll on Dark Whispers. You gain this effect. | 15 | | 19 | Slowing ◘ | You may either Move or take 1 Action during your turn | 20 | | 20 | Tadoei-Infused ∞ | Whenever a spell is cast, roll 1d20. On <8: Wild Magic Surge | 10 | ##### Corruptions | d20 | Essence/Charm | Effect | Reputation Credit| |:-----|:---------------------------|:--------------------------------------------------------------|----------:| | 1-3 | Addicting ◘ | Penalty to the highest between your Panache / Prudence (min 0)| 2 per -1 | | 4-6 | Binding ◘ | One or more type of Actions becomed Banned and may not be taken|3 per action| | 7-10 | Scattering ◘ | Penalty to Proficient Skill (max -3) | 2 per -1 | | 11-12| Self-Destructive ◘ | Penalty to Defense (max -3) | 3 per -1 | | 13-14| Unbalancing ◘ | Penalty to Attacks with weapons and spells (max -3) | 3 per -1 | | 15 | Exhausting ◘ | Penalty to Damage with weapons and spells (max -10) | 1 per -1 | | 16-18| Tainting ◘ | Penalty to Highest Saving Throw (max -3) | 2 per -1 | | 19 | Wild-firing ∞ | Spell Effect affects both you and enemies | As Spell Effect | | 20 | Draining ◘ | Penalty to Highest Attribute (max -5) | 1 per -1 | ∞ Item effect must include a spell effect ◘ Item effect must either be Constant, or this effect lasts for 1 Hour (GM approval required)
Part 4 | Crafting
\pagebreakNum ## Magic Item Traits Between Charms, Essences, Burdens, and Corruptions, magic items have many powerful effects at their disposal. **Traits** in this section are something of the opposite - mainly cosmetic effects. These effects may be determined randomly or chosen at the time of crafting, using the most appropriate table. Weapons and items that function in a similar manner use the Magic Weapon Traits table - the rest use the Magic Item Traits table. Because every item functions a little differently, some effects may need some minor alterations to function in a cool or cinematic way. ##### Magic Item Traits | d100 | Trait | |:----:|:-------------------------------------------------------------------------------| | 1-3 | Item Glows as Torch/Candle (roll on Color table) - does not provide light | | 4-7 | Item Drips or is coated in a substance (Roll on Substance Table) | | 8-10 | Item leaves trails or shadows in its wake (Roll on Color Table) | | 11-13| Item is wrapped in an Aura (Roll on Auras Table) | | 14-15| Item's surface is a solid force or energy (Roll on Color Table) | | 16-20| Visual display when struck/used (Roll on Displays Table) | | 21-25| Unusual sound when struck/used (Roll on Sounds Table) | | 26-30| Marked with Runes | | 31-35| Always polished/clean | | 36-40| Always bloody | | 41-43| Item has living parts embedded in it (Moving eye, biting maw, etc) | | 44-47| Always tarnished/worn/rusted | | 48-51| Item is some unusual material (Roll on Unusual Materials Table) | | 52-53| There is a liquid in the Item (Roll on Substance Table) | | 54-55| Item drinks in blood | | 56 | Item is translucent | | 57 | Item is made of scales which pulse open and closed | | 58 | Item instills a certain feeling in its owner or those around it (Roll on Feelings Table)| | 59 | Item instills a certain vice in its owner or those around it (Roll on Vices Table)| | 60 | Item instills a certain virtue in its owner or those around it (Roll on Virtues Table)| | d100 | Trait (continued) | |:----:|:-------------------------------------------------------------------------------| | 61-63| Menaces with Spikes or Studs | | 64-67| Always hot/cold/frosted/tingly to the touch | | 68-70| Appears poorly crafted | | 71-75| Item has structural clues to its abilities | | 76-80| Item is inlaid with gems | | 81-82| Wearer or owner gains a temporary effect (Roll on Special Conditions Table) | | 83-84| Item shows the faces of those its wearer has recently slain. | | 85-89| Roll again, result only occurs in special conditions (Roll on Special Conditions Table)| | 90-94| Roll again, result occurs when certain creature is nearby (Roll on All Things) | | 95-97| Reroll, then one additional time. | |98-100| Reroll, then two additional times. | ##### Magic Weapon Traits | d100 | Trait | |:----:|:-------------------------------------------------------------------------------------------| | 1-4 | Weapon Glows, as Torch or Candle (Roll on Color Table) | | 5-8 | Weapon Drips or is cotaed in a substance (Roll on Substance Table) | | 9-12 | When swung the weapon leaves trails or shadows in its wake (Roll on Color Table) | |13-15 | Weapon is wrapped in an Aura (Roll on Auras Table) | |16-18 | Striking surface is solid force or energy (Roll on Color Table) | |19-20 | Unusual sound on striking (Roll on Sounds Table) | |21-24 | Visual display on striking (Roll on Displays Table) | | 25 | Striking leaves unusual marks as or around wounds (Roll on Marks Table) | | 26 | Exudes a strong, exotic scent (Roll on Odors) | | 27 | Striking surface of weapon is invisible | | 28 | Hums or Whistles | | 29 | Chuckles or Whispers | |30-31 | Vibrates | |32-34 | Marked with Runes |
Part 4 | Crafting
\pagebreakNum | d100 | Magic Weapon Traits (Continued) | |:----:|:-------------------------------------------------------------------------------------------| |35-37 | Always polished | |38-39 | Always bloody | |40-42 | Weapon has living parts embedded in it (moving eye, biting maw, etc) | |43-45 | Always tarnished | |46-48 | Weapon is some unusual material (Roll on Unusual Materials Table) | |49-51 | Liquid in weapon (Roll on Substance Table) | |52-53 | Weapon drinks in blood | | 54 | Weapon is translucent | | 55 | Weapon is made of scales which pulse open and closed | |56-57 | Weapon instills a certain feeling in those around it (Roll on Feelings Table) | | 58 | Weapon instills a certain vice in those around it (Roll on Vices Table) | | 59 | Weapon instills a certain virtue in those around it (Roll on Virtues Table) | | 60 | Weapon flutters in the breeze like a ribbon | | 61 | Weapon sprouts spikes intermittently | |62-63 | Weapon is weightless | |64-67 | Weapon is always cot/hold/frosted/tingly to the touch | |68-70 | Weapon is coated with painted-on sigils, runes, and prayers in wild coloration | |71-75 | Weapon has structural clues to its abilities | |76-79 | Weapon is inlaid with gems | |80-82 | Wielder gains a temporary effect (roll on Temporary Effects table) | |83-84 | Weapon shows the faces of those it has recently killed | |85-89 | Roll again, result only occurs in certain conditions (roll on Special Conditions Table) | |90-94 | Roll again, result occurs when certain creature is nearby (roll on All Things) | |95-98 | Reroll, then one additional time | |99-100| Reroll, then two additional times | \columnbreak ##### Dark Whispers | 2d10 | Effect (Lasts until start of next Turn) | |:----:|:-------------------------------------------------------------------------------------------------------| | 2-3 | Character is suddenly 'elsewhere' as they bodily experience a twisted retelling of a past memory, becoming *Paralyzed*| | 4-5 | Character becomes *Deafened* by a riot of maddening whispers. | | 6-7 | Character becomes *Frightened* by visions of their imminent demise and must flee from whomever initiated Combat| | 8-9 | Characters hands and mouth move on their own making normal speech impossible and giving any Spell cast the Wild Magic Surge quality| |10-11 | Character is beset by motes of dark energy which strike them if they Attack (1 Hitdice Necrotic) | |12-13 | Character experiences vivid hallucinations of being in another place, gaining the *Blinded* condition | |14-15 | Character is momentarily *Charmed* to whomever initiated the Combat. | |16-17 | Character experiences an overpowering urge to eat something strange such as dirt, slime, or offal | |18-19 | Character is *Grappled* as their body is momentarily possessed by dark influences | | 20 | Character momentarily loses consciousness, gaining the *Prone* and *Incapacitated* conditions |
Part 4 | Crafting
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# V ##### Organizations
\pagebreak # Renown Tracks and Titles ## Clerical Renown Not necessarily restricted to practicing priests, these Tracks define your standing in a particular church, even if your placement there is honorary. The titles granted by Clerical Renown are divided up by language- most churches that speak a Common tongue use similar titles to one another (though they are likely in their own language), while those using other languages tend to favor their own trees. Many temples to Felanor speak Taksha, but that certainly isn’t exclusive, nor do all temples to Celanos speak Mraespeech (though quite definitely the majority do). Beyond that, churches and temples that use any of these trees may be found in almost any region, so long as there are enough worshippers to justify their existence.
| Common | Mraespeech | Draconic | Aravastian | |:--------------|:--------------|:-------------------------|:--------------------------| | 1 Acolyte | 1 Oxo [Seed] | 1 Xixnn [Egg] | 1 Pah [Rock] | | 2 Asst. Priest| 2 Uur [Sprout]| 2 Rahs [Eye] | 2 Pah-koh [Earth] | | 3 Priest | 3 Pah [Leaf] | 3 Tyhvoylux [Scale] | 3 Pah-koh-aah [Mountain] | | 4 Chaplain | 4 Tyr [Branch]| 4 Txk'nah [Broodmate] | 4 Jol [Raincloud] | | 5 Ritualist | 5 Qom [Fruit] | 5 Ptxylk'qah [Eggwatcher]| 5 Jol-oho [Stormcloud] | | 6 Vicar | 6 Ynn [Moon] | 6 Uuu-kxikah [Our Breath]| 6 Jol-oho-aah [Whitecloud]| | 7 Curate | 7 Zyo [Star] | 7 Qiqoo [Wise One] | 7 See [Heart] | | 8 Exarch | 8 Byy [Sky] | 8 Y'ssahh [Blessed] | 8 See-koh [Planetheart] | | 9 Archpriest | 9 Ruk [Comet] | 9 Qklnas [Holy Word] | 9 See-koh-kog [Godheart] | | 10 High Priest| 10 Jol [Sun] | 10 Ixk'yno [Great Wing] | 10 Rmm [Closest to Aravas]|
## Military Renown For valiant efforts, heroes often find themselves granted with some military title, honorific or otherwise, but plenty of heroes actively seek or originate in a military position. Not all militaries are founded simultaneously, and their hierarchy evolve over time, so there are many shared ranks and similarities between the ranks of different kingdoms. Militaries in the Isles of the Seas tend to follow the ranks of a nearby country or region, rather than have their own.
| Grenholt | Quin'La | Avgarde | Arromoth | |:--------------|:----------------------- |:-------------------------|:--------------------------| | 1 Knave | 1 X'eeng [Regular] | 1 Hilt | 1 Man-at-arms | | 2 Squire | 2 Ro'kas [Bannerman] | 2 Crossguard | 2 Sergeant | | 3 Squirelord | 3 Rs'samna [Battlelord] | 3 Blade | 3 Officer | | 4 Knight | 4 Nl'amma [Mediator] | 4 Pommel | 4 Constable | | 5 Grand Knight| 5 Yn'nl'amma [Grand Mediator] | 5 Fuller | 5 Captain | | 6 Knightlord | 6 Ahs'ahs [Songlord] | 6 Courtguard | 6 Knight Captain | | 7 Kingsman | 7 Gol'mm [Guildsman] | 7 Courtblade | 7 Commander | | 8 Shieldsworn | 8 Tol'amma [Skybreaker] | 8 Crownsguard | 8 Royal Knight | | 9 Grand Guard | 9 Gol'mm'nah [High Guildsman] | 9 Crownsblade | 9 Constable Major | | 10 General | 10 Ruh'tol [Spellhammer] |10 Thronesguard | 10 High Constable |
Part 5 | Organizations
\pagebreakNum ## Local Renown | House Wizithel | Gul's Valley | Old Church of Felanor| Grand Wheel | |:---------------|:-----------------|:-----------------|:-----------------| | 1 Patron | 1 Outsider | 1 Patron | 1 Wheelman | | 2 Friend | 2 Stranger | 2 | 2 | | 3 Bannerman | 3 Friend | 3 Friend | 3 Tradesman | | 4 Knight | 4 Compatriot | 4 | 4 | | 5 Sergeant | 5 Tallwalker | 5 Acolyte | 5 Partner | | 6 Marshal | 6 Brother-in-arms| 6 | 6 | | 7 Reeve | 7 Champion | 7 Hon. Priest | 7 Coinmaster | | 8 Adjutant | 8 Knight of the People| 8 | 8 G. Coinmaster | | 9 High Adjutant| 9 Bardsong | 9 Ally | 9 H. Coinmaster | | 10 Lord | 10 Folk Hero | 10 Bishop | 10 Pursemaster | | Kontarrus Mi'ton | The Hand | Witches of G.V. | G.V. (Infamous) | |:-------------------|:-----------------|:-----------------|:-----------------| | 1 Brass-scale | 1 Nail | 1 Blessed | 1 Nobody | | 2 | 2 | 2 | 2 | | 3 Red-scale | 3 Finger | 3 Cousin | 3 Somebody | | 4 | 4 | 4 | 4 | | 5 True Nephew | 5 Knuckle | 5 Sister | 5 Feared | | 6 | 6 | 6 | 6 | | 7 True Cousin | 7 Ring | 7 Mother | 7 Known | | 8 | 8 | 8 | 8 | | 9 True Brother | 9 | 9 Witch | 9 | | 10 Kontarrus Member|10 Wrist | 10 Fellwitch | 10 Respected |