In Elandorel, how NPCs react to adventurers is not random — it reflects the party's reputation, appearance, history, and choices. To represent this dynamically, all parties have a Base Reaction Score, modified by several factors.
Start with the average Passive Charisma of the party (10 + Charisma modifier) — rounded down.
If a character has a passive feature (such as an always-on aura of friendliness, courtly manners, etc.), it may grant a bonus at the DM's discretion.
Example: If the party has Charisma modifiers of +2, +1, +3, and +0, their Passive Charisma average is 12 (10 + 2, 10 + 1, 10 + 3, 10 + 0 → 11.5, rounded down).
Adjust the Base Reaction Score according to the following factors:
Factor | Modifier | Notes |
|---|---|---|
Reputation in the Area | –3 to +3 | Depends on recent deeds, scandals, victories, or failures. |
Social Status | –2 to +2 | Nobility, knightly orders, honored guest → bonus; exile, outlaw → penalty. |
Known Associates or Enemies | –2 to +2 | Tied to friends or rivals of the region's powers. |
Clothing, Gear, and Weapons | –2 to +2 | Flashy, bloodstained, or humble attire affects first impressions. |
Known Charitable Acts/Donations | –2 to +2 | Generosity, temple donations, or heroic rescues. |
Cultural Familiarity | –1 to +2 | Speaking local dialects, showing respect to customs → bonus. |
Magical Aura or Taint (visible) | –3 to +2 | Strange magic can either impress or terrify. |
Race or Ancestry | –3 to +3 | Some regions are biased based on local history. |
Recent News or Rumors | –2 to +2 | Good or bad rumors (whether true or false) can precede the party. |
Note: Positive modifiers and penalties usually cap at +5 total or –5 total to prevent extreme swings unless a situation is extraordinary.
Once the final Reaction Score is calculated, compare it to the following table:
Final Score | NPC Reaction |
|---|---|
5 or lower | Hostile or extremely wary. |
6–9 | Suspicious, unfriendly. |
10–13 | Neutral; willing to listen but cautious. |
14–17 | Friendly; helpful if approached respectfully. |
18+ | Enthusiastic; offers assistance proactively. |
First Impressions Matter: The first interaction always uses the full system. Subsequent interactions might shift slightly based on behavior during the conversation.
Group Representation: Whoever speaks for the party may use their own Charisma skill (Persuasion, Intimidation, Deception) to influence the reaction, with advantage or disadvantage depending on the overall Reaction Score.
Narrative Flexibility: Some NPCs may have personal traits (prejudice, admiration, fear, awe) that override or strongly influence the normal system.
Party enters a town.
Their Passive Charisma average = 13.
They are known for helping defend a village (+2).
They wear worn traveling cloaks and are polite (+1).
They are rumored to be dragonblooded in a superstitious town (–2).
Final Reaction Score = 13 +2 +1 –2 = 14
Result: Friendly; willing to assist if approached respectfully.