Heroes of Midhgardhur
Domur – Reputation
Domur – “doom, judgment” – is another word for reputation – what is thought and said about a character, how others deem him or her to be. Domur is of critical importance in the North of Midhgardhur – wars and thrones have been won and lost on the basis of reputation! What follows is a system for tracking reputation based on rules from the Lands of the Linnorm Kings supplement for the Pathfinder RPG, but adapted to the specifics of the Midhgardhur setting . . .
Based on the system presented in Lands of the Linnorm Kings, Domur is ranked from zero to one hundred. A score of 0 would have to be a hermit living in complete isolation, whereas a score of 100 would be a great hero-king of renown. Renown does not equal morality – the most sadistic, yet famous, king might have a domur in the 90s, whereas a saintly thrall might have a domur less than 10.
- NPC Base Domur – An NPC’s base number of domur points starts at CR x 5, modified by deeds and accomplishments, and as the GM desires, of course.
- PC Base Domur – At 1st level, a PC’s reputation is equal to his Charisma score (NOT modifier) +1 (for his one level). The domur score is adjusted whenever his Charisma or level is modified, as well as by deeds and accomplishments.
NOTE: If the character or party is accompanied by a skald (bard), ALL their deeds may be considered to be “in public,” as word of such deeds will spread . . .
Deeds and Accomplishments
|Acting in accord with drengskapur||+1|
|Acting in accord with drengskapur, even at risk of one’s own life or safety||+3|
|Acts of nidhur (shame, cowardliness)||-3|
|Party is publicly defeated in an encounter of a CR lower than APL||-5|
|Party publicly flees an encounter of a CR lower than APL||-3|
|Party publicly defeats a monster with a CR 3 or more higher than APL||+1|
|Play a key role in the defense of a settlement||+1|
|Up to once/month, get a result of 30+ on a public Perform or Craft related check 1||+2|
|Challenge and defeat in combat one who has publicly defamed you||+3|
|Up to once/month, get a result of 30+ on a public Diplomacy or Intimidate check||+2|
|Earn a noble title or win an election||+3|
|Steal a treasure from a noteworthy foe||+1|
|Craft a magical item worth at least 40,000 gp||+1 per 40,000 gp of cost|
|Find and wield a legendary weapon worth at least 40,000 gp||+1 per 40,000 gp of cost|
|Abandon the use of a legendary weapon for a replacement weapon||-2 per 40,000 gp of cost|
|Successfully complete a standard adventure||+1|
|Successfully complete a story arc of interlinked adventures (Adventure Path)||+10|
|Make a significant discovery while exploring an unknown region||+1|
|Take part in a successful sea raid||+1|
|Captain a ship in a successful sea raid||+3|
|Take part in an unsuccessful sea raid||-2|
|Captain a ship in an unsuccessful sea raid||-6|
|Start a feud over a trivial slight||-2|
|Start a well-justified feud||+1|
|Conclude a well-justified feud||+2|
|Sire or birth a child||+1|
|One of your children dies||-3|
|You are directly responsible for your spouse or child’s death||-10|
|You are captured by enemies||-1|
|You are ransomed||-4|
|Avenge a fallen comrade||+1|
|Avenge a fallen spouse or child||+3|
|Be sentenced to outlawry||-1|
|Slay an outlaw||+1|
|Defeat a linnorm or dragon and return to civilization with its head as a trophy||+3|
|Defeat a king in battle||+20|
|Become a jarl||+30|
|Become a king||+50|
1 : If this performance or work of art recounts the heroic deeds of another character via the Craft (any sort of visible work of art like a painting or sculpture) or Perform (act, comedy, oratory, sing), the +2 bonus also applies to the subject of the art as well. If the art mocks or defames another character, that character loses 2 points of domur and the artist gains 2. Every additional character the artist attempts to praise or defame results in a cumulative -5 penalty to the Craft or Perform check.
Characters can “spend” domur to gain favors from NPCs, “cashing in” on their fame and reputation. This can get the character aid at court, help avoid an unwanted arrest, secure gifts and loans, and so forth. Doing so diminishes the reputation of the hero, however. A PC may “spend” domur once per game session. A failed attempt (i.e. not having enough domur for what is being attempted) results in loss of all domur and the character does not gain the boon they sought. Possible uses include:
- Diplomacy/Intimidate Bonus – Gain a +5 circumstance bonus to either Diplomacy or Intimidate checks for the remainder of the game session. Costs 1d6 domur.
- Favor – Gain a favor from an NPC ally. Costs from 1d6 to 5d6 domur, depending on the GM’s whim and the difficulty of the favor.
- Gift or Loan – An NPC ally grants you a gift or loan. The gift or loan in question must be one in that NPC’s power to give (and subject to the GM’s approval). Gifts may be in the form of wealth (in gp/aurar) or an item. A gift is permanent, while a loan lasts only for about one game session. This costs 1d6 domur per 2000 gp value of the gift. For a loan, this cost is halved, but at the start of each subsequent session, if the loan has not been repaid, the halved cost must be paid again (this counts as your one use of domur for the session!).
- Weregild Payment – Allies back home will pay for your weregild and save you from captivity as a hostage. Cost in domur is equal to your character level plus 1d6.
Loss of Domur
When a character’s domur is reduced to zero, this diminished reputation is especially demoralizing. As long as the character is at domur 0, that character takes a -2 penalty on all Will saves and Charisma-based checks.