Saved revision 4. Current page.
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.
Sources (20)
- src/systems/faction/
- src/systems/guild/guilds.js
- src/systems/guild/guildServices.js
- src/systems/crimeGuilds.js
- src/systems/knightlyGifts.js
- bible/06-Systems/Systems-Arc.md
- bible/06-Systems/Standing-Arc.md
- vendor/dfu-text/Internal_Factions.csv
- src/formats/factionFile.js
- src/systems/guild/guildFactions.js
- src/systems/guild/guildNpcServices.js
- src/systems/guild/guildVariants.js
- src/systems/daedraSummoning.js
- src/systems/starfall/starfallCovens.js
- src/systems/faction/factionStanding.js
- src/systems/quest/person.js
- src/systems/crownHall.js
- src/net/kingdomLaw.js
- src/systems/faction/provinceFactions.js
- src/systems/region/regionPower.js