Loyalty (2024 Update)

What It Is:
Loyalty is a numerical score (usually between 0 and 20) that represents how dedicated an NPC (like a companion, retainer, or important ally) is to a player character, group, or cause.

How It's Used:
The Dungeon Master (DM) tracks the Loyalty score secretly — players typically don't know the exact number.

What the Numbers Mean:

High Loyalty (15-20): The NPC will risk their life for the party, stay loyal even through setbacks, and stick around in very difficult times.

Moderate Loyalty (10-14): The NPC generally supports the party but may hesitate or leave if seriously mistreated or endangered.

Low Loyalty (0-9): The NPC may betray, abandon, or actively oppose the party if the relationship continues to deteriorate.

How Loyalty Changes:

Increases when players treat the NPC well, respect their values, reward them, or stand up for them.

Decreases when players mistreat, disregard, betray, or use the NPC in selfish ways without care for their well-being.

Loyalty adjustments are usually +1 to +2 for good actions or 1 to -2 for bad actions, but really major events (saving their life, huge betrayals) could shift it by 5 or more.

What Happens at Extremes:

At 0 Loyalty, an NPC usually leaves or turns against the party.

At 20 Loyalty, an NPC might follow the player character even into death, seeing them as a true friend, savior, or cause worth dying for.

Quick Example:

Starting Loyalty: A rescued squire might start with 10 Loyalty.

You save their life in a later battle: Loyalty +2 (now 12).

You mock their cowardice afterward: Loyalty -2 (back to 10).

You later give them a meaningful gift from their homeland: Loyalty +3 (now 13).

Over time, you can either build a steadfast ally or lose them entirely depending on how you treat them.

In short:

Loyalty is like a secret emotional hit point bar for NPCs — treat them right, and they’ll stick with you through hell. Treat them badly, and they might drag you into it.