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Factions and reputation — Reputation

  • Factions include gods, temples, provinces, courts, knightly orders, Guilds and the people of each region.
  • A change ripples: a faction's allies take half, its enemies lose half, and its parent and child factions follow.
  • Five social groups (commoners, merchants, scholars, nobility and the underworld) keep their own reputations.
  • A person's reaction combines their faction's view, your background and your standing with their social group. See Conversation and directions.

Each province beyond the Bay has its own court and people factions; see Courts beyond the Iliac Bay. Crimes affect the people of that province, and ruler power contributes to its prices.

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