NPC Reactions in Elandorel

NPC Reactions in Elandorel

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.

Step 1: Calculate the Base Reaction Score

  • 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).


Step 2: Apply Modifiers

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.


Step 3: Determine the Reaction

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.


Other Special Notes

  • 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.


Quick Example

  • 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.