Curse of the Crimson Throne
Fame in Korvosa
As you make a name for yourselves in Korvosa, you gain a reputation. Be it fame or infamy, your name means something. The actions that shape Korvosa result in Fame points. Fame is like an attribute. The higher the value, the greater your name. You can cash in on this fame, but it comes with a cost in social capital. These “Prestige Points” have a total value (the sum of all you’ve ever earned) and a current total (points of fame you haven’t spent.) How and when you spend it are up to you.
It is possible to belong to other organizations, but for the sake of simplicity, your Fame can only be spent with one organization. For everyone that defaults to “The city of Korvosa.” Characters who belong to an actual organization, such as the church of Abadar or the Acadamae have additional options specific to their organization.
Below is the list of how to spend your favor:
|1||Purchase a single item up to 375 Gp|
|1||Live in a Wealthy location for 1 month|
|2||Purchase a single item up to 750 Gp|
|5||Have a Korvosan agent recover your dead body and bring it to the church of your choosing.|
|1||Dispel Magic, Gentle Repose, Lesser Restoration, Make Whole, Remove Blindness/Deafness, Remove Curse, Remove Disease, Remove Paralysis, Sending|
|2||Atonement (non-divine spellcaster), Break Enchantment, Cure Critical Wounds, Divination, Greater Dispel Magic, Neutralize Poison, Overland Flight, Restoration, Scrying|
|4||Regenerate, Analyze Dweomer, Greater Scrying|
|5||Commune, Contact Other Plane, Legend Lore|
|7||Teleport Object, Vision|
|8||Atonement (Divine Spellcaster)|
|16||Greater Restoration, Raise Dead|
Note, failure to return at least 50% of resources results in a loss of 1 total fame. Failure to return ANY resources results in a loss of 3 total fame.
|1||Riding Mount for PC and 1 companion per level (light riding horse, camel, mule, or pony|
|1||Freshwater boat travel for PC and up to 10 others (includes a crew of 4 level 1 experts|
|1||Work detail of 50 level 1 commoners|
|1||1 skilled craftsman (Expert of 1/2 PC level)|
|2||Bodyguard (warrior of 1/2 PC level)|
|2||Ship transport, deep water for PC and up to 20 others, includes crew of 10 level 1 experts|
|2||Squad of 10 level 1 warriors|
|2||Combat trained mounts (light or heavy warhorses or riding dog) for PC and up to 1 companion per level|
Artisan’s Shop (5 PP): Your craft is your livelihood when you aren’t busting heads and saving the city. You sell wares through an unassuming storefront in the well-trafficked mercantile areas. If you use the Craft skill to calculate make money. having an artisan’s shop grants you a +1 circumstance bonus on all such checks. Additionally, you receive a 5% discount on all non-magical merchandise in your area of expertise when purchasing it in the same city as your shop, rounded to the nearest gold piece.
Concert Hall (5 PP): Though musicians can typically play anywhere, you provide the community with a venue exclusively dedicated to music, drawing performers from across the region to put on solo and ensemble shows. If you use ranks in Perform (any instrument or sing) to make money, your business grants you a +1 circumstance bonus on all such checks. You also gain a +1 circumstance bonus on Knowledge (history) checks regarding music.
Mercantile Store (5 PP): When it comes to commerce, you dabble in wares of all sorts, selling the works of others as a general merchant. If you use ranks in Profession (merchant) to make money, your business provides you a +1 circumstance bonus on all such checks. In Korvosa, you may treat the gold limit for buying items as 5% greater than normal, because of the many inside connections you have within the region’s markets and trade organizations.
Scrivener (5 PP): You earn a living duplicating documents, taking dictation from the illiterate, and preparing formal writs in elegant calligraphy. If you use ranks in Profession (scribe) to make money, your business provides you a +1 circumstance bonus on such checks. Additionally, you may make a Linguistics check untrained to recognize a forgery or identify a foreign language (though not to translate it).
Tavern (5 PP): You provide alcohol, food, and even entertainment to your patrons, creating an environment where all can socialize and forget the stresses of the everyday. If you use ranks in Profession (bartender) to make money, your tavern grants you a +1 circumstance bonus on such checks. Additionally, when in Korvosa, you receive a +1 circumstance bonus on Knowledge (local) checks or Diplomacy checks made to gather information as you overhear rumors among your patrons.
Theater (5 PP): All the world’s a stage, but you own a business that provides a literal stage for audiences to enjoy performances of a variety of types. If you use ranks in Perform (act, comedy, dance, or oratory) to make money, your business grants you a +1 circumstance bonus on such checks. Additionally, your access to the theater’s costume shop grants you a +1 circumstance bonus on Disguise checks when in the same city as your theater, as per a disguise kit.
You may retain a maximum number of followers equal to your Charisma modifier.
Chronicler (10 PP): Am adventurer has a lot to remember. Some memory-challenged adventurers employ ambitious underlings to document their accomplishments, their interactions, and sometimes even their frustrated mumblings for posterity. Once real world week, you may ask the DM to repeat a detail about your mission, some esoteric backstory element, or the name of an NPC that you have otherwise forgotten by consulting with your chronicler.
Foreign Contact (2 PP): Adventurers typically meet many potential allies in their travels throughout the world. You may establish a contact in any city you have visited for the listed Prestige Point cost. When in that city in the future, your contact grants you a +4 circumstance bonus on Diplomacy checks made to gather information and Knowledge (local) checks regarding that location. This bonus does not stack with the standard +4 bonus on any skill check granted by spending 1 PP and available to members of any faction.
Informant (2 PP): This vanity works exactly as Foreign Contact above, but only in your home city.
Guide (2 PP): You employ the services of a local guide to lead your expedition into foreign territory. This guide serves you for a single mission, and grants a constant +2 circumstance bonus on all Knowledge (geography or local) checks as well as on Survival checks to avoid becoming lost or to find hidden trails.
Herald (1 PP): Egos tend to run strong in affluent circles, and some members want everyone to know when they have arrived. You gain the service of a herald to announce your presence and accomplishments at any social gathering, be it a formal ball, theater performance, or diplomatic negotiation.
Hunter (3 PP): You gain the assistance of a skilled hunter who has honed her skills through her career or for sport. Choose one creature type or subtype (as a ranger’s favored enemy). The hunter provides you a +2 circumstance bonus on all Survival checks made to track creatures of that type.
Porter (5 PP): You procure the services of a strong porter to help you carry heavy or bulky spoils from your many explorations. A porter can generally be used to carry up to 100 pounds of gear without slowing down, or up to 300 pounds of gear at encumbered speed. The porter may not assist with any other Strength-based checks.
Seneschal (2 PP): This dedicated servant keeps your affairs in order when you are away from home, ensuring that your property is maintained, your correspondence is kept up to date, and so on. While you are present, the seneschal tends to your wounds, assists you in preparing for future adventures, and ensures that you may focus on fortune and glory instead of the day-today business of keeping your property. When you rest at home, you automatically heal as if under long-term care using the Heal skill. In order to gain the service of such an individual, however, you must own property or a business, either in Korvosa or elsewhere. You may retain the services of one seneschal per property—seneschals do not count against the normal maximum number of followers you can retain at a time.
Squire (4 PP): This attendant assists you with handling your mount while you are indoors or otherwise unmounted, and provides assistance with donning and removing armor when not in battle. She may have ambitions of one day following in your footsteps, but currently receives satisfaction simply knowing that she aids you in your adventures. With a squire, you need not worry about purchasing or paying for a mount’s food or stabling.
Green Faith (4 PP): Whether a druid or not, you have an undying respect for nature and value its protection above nearly all else. Your affiliation with the Green Faith has given you special insight into the natural world, providing you a +2 circumstance bonus on all Knowledge (nature) checks.
Hunting Lodge (2 PP): You are a master hunter and have been recognized as such by being invited to join an elite hunting lodge. As a member, you may take part in special hunts for rare and exotic prey each year, both on restricted hunting grounds and in the wild. You can use Survival skill checks as if it were the Profession skill.
Crested Falcon (2 PP): A members-only club in the Heights where the rich can relax. Without the riffraff of a public tavern present, you may spend time with their closest companions and enjoy a good brandy or a light smoke in peace and quiet. Once per week, you may gain the benefit of 8 hours rest in only 6 hours when they are spent at this private club.
Temple (4 PP): Regardless of your class, you are an active member of your local temple or place of worship. Your commitment to seeing your faith prosper and grow has ingratiated you with the local clergy, and you may even hold a spot among them when not out adventuring. You can use Heal as if it were the Profession skill. Once per game week, if you have access to an operating temple of your faith, you can have a cleric cast either cure moderate wounds or lesser restoration on yourself or one of your allies, free of charge. You must visit the temple to receive this attention.
Cerulean Society (4 PP): Nearly every community, from the smallest village to the teeming metropolis, has a criminal underground, and most have one or more thieves’ guilds to look out for the interests of those on the opposite side of the law. As a member of Korvosa’s, you gain a +2 circumstance bonus on Sleight of Hand checks to steal items without being noticed. You can use Sleight of Hand to make money as if it were a Profession skill.