Corruption and Purity

Hopa is a world of distint possibilties, and as such, it is rife with choices, along with the consequences of the actions taken throughout the adventure; the world is an alive, it grows with you as you attempt to grow within it. As such, each action that is taken provides either good or bad influence upon the worlds choices. As actions are taken, and they are committed, it changes how the world sees the people, and how they are seen by themselves as well. Too much of either creates animosity against the players, they must entirely work to keep the balance of their actions, otherwise they will become vindicated and isolated by the communities which they seek to help. Points do not stack, you cannot have Corruption and Purity at the same time, to reduce Corruption you must increase Purity and vise versa.

Influencing the World around You The more changes that occur within the world, the more the common folks will take note and the more presence that you will gain. Depending on how you influence the world, will ultimately determine how you will be accepted by the masses regardless of the end result of the quest at hand. Always keep in mind that when you are taking any action that it may have consequences to it at a much later time. Points for either are divied by DM discretion, based on the actions of the individual.

Corruption

Points Effect on person Effect on World 0 No effect World is not influenced 1 Nightmares of your greatest fears Prices at shops are increased 2 Magical weapons are more potent (+1 to hit and +1 to damage) Townsfolk fear your presence (Persausion within cities is at disadvantage) 3 Permanent Exhaustion Point; Necrotic damage resistance Guards keep a keener eye on you (stealth within cities is at disadvantage) 4 Insomnia and Distrustful of Party; Intimidation checks at advantage Guards will deter you (stealth within cities is impossible) and good aligned monsters / creatures attack you more often than others. 5 Magical Healing no longer works as effectively (1/2 potency); All weapons do an additional 2d4 necrotic damage No business or trader will conduct exchanges with you. Gain +7 to Intimidation checks 6 Devils and Demons begin to hunt you (random encounters at DMs discretion); Immunity to necrotic damage and diseases Major cities will not allow you entrance, if found you will be imprisoned immediately

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Purity

Points Effect on person Effect on World 0 No effect World is not influenced 1 You gain a slight glow, eminating 10ft of dim light through all forms of darkness People eye you with intrigue and alarm (Persuasion checks at disadvantage) 2 Magical weapons are more potent (+2 to hit) People begin to treat you differently, and are frightened of you (Persuasion -2 and Intimidation +2) 3 Radiant Damage Resistence; Permanent Exhaustion Point Evil aligned creatures and NPCs will attack you before others. Temples and religious advocates begin to approach you within cities 4 Hearing Voices and begin having conversations with them; Grow distrustful of group (must roll persuasion after each long rest DC 15) Temples and other religious organizations begin to hunt you down as a false god; inns and taverns provide free room and board to you 5 Weapons now provide an additional 2d4 radiant damage; body now radiates energy, the glow creates 5ft of daylight and 15ft of dimlight. As you enter cities, masses flock to you and begin to sing your praises (stealth is impossible within cities); Zealots from other religions begin to hunt you to assassinate you. (encounters are per DM discretion) 6 Your body is nearly pure energy, spells are more potent (max damage); however, you no longer are able wear clothing of any kind, and you no longer can hold weapons either. Doing so causes 1d4 necrotic damage per second held. You now have a following of people from across the continent, that worship you like a god; the deties take notice and send soldiers to apprehend you (encounters are at DMs discretion)































