Gilded Dominion

Implemented

Journal

Town is always visible. Citizen opens lawful encounters, training and care; Skilled Worker opens criminal opportunities.

A Name in Dunmore: follow your own story

Town > Journal shows the active character's chapter, choice, title progress and recent encounters. The story belongs to the character; earning a title with one character does not complete it for the rest of the account.

  1. Citizen lawful path: begin with safe practice and lawful contracts; Business chapters are optional and remain locked until Skilled Worker. At Skilled Worker, read the City Hall trade letter and choose a license.
  2. The First Order: open a workshop, produce goods and sell at least one product to another player through Marketplace. Existing merchant-delivery progress remains valid; a new player sale credits the workshop’s responsible character.
  3. Trouble on the Road: win a lawful NPC contract from Citizen; no Business delivery is required. Protected player deliveries require real reserved cargo and a completed player purchase.
  4. An Offer After Dark: in Journal choose Refuse, Report to the watch or Accept. Refuse keeps the lawful path; Report adds 2 Honor; Accept requires Skilled Worker, adds 1 Notoriety and opens criminal NPC contracts.
  5. The Price of a Name: complete at least one training bout or paid lesson, then meet a title's requirements below.
  6. Standing on Your Own: choose an eligible ending in Journal. The title is permanent for this character. Workshops, contracts and training remain playable afterward.
EndingRequirements after the early chapters and training
Respected CraftspersonSell 20 workshop products to players; historical credited deliveries remain valid.
Defender of DunmoreComplete 3 contracts and reach 6 Honor. Historical credited progress remains valid.
Underworld AssociateReach 6 Notoriety and sell stolen cargo at least once.

City Hall letter: each character; starter voucher: once per account

Every character who reaches Skilled Worker can open their own letter at Business > City Hall. Open City Hall from that character's Command Center livelihood choices, or use PLAY AS for focused play, then read the letter to start their independent story. Reading one character's letter does not accept another character's letter. You do not need to wait for a header Events notification.

  • Personal progress: letter acceptance, story chapters, choices, title, Honor, Notoriety, Heat, injuries, encounters and weapon disciplines belong to the character.
  • Shared resources: businesses, wallet, bank, Storage and Household Provisions belong to the account. Each workshop has one responsible character.
  • The starter voucher is granted once per account, to the first Small Mill or Leather Workshop license issued under the program. It is assigned when that license is issued. Reading more letters or switching characters does not renew it.
  • The voucher covers that license, workshop setup, initial materials, 10 Household Provisions and the operating cost of the first single-run batch. Employee wages are still payable. The first 24 hours of rent are included when any workshop opens.
  • Other characters can play their own story and operate workshops, but their licenses and setup are paid normally after the account voucher has been claimed.

Later underworld contact

Refusing or reporting leaves lawful work and titles available. At Skilled Worker or above, after resolving the offer, Meet an underworld contact costs 2.000 Bucks, adds one Notoriety and reopens criminal work. Accepting also leaves legal work available. Pay restitution on Contracts to clear legal restrictions and renounce illegal work again.

Honor, Notoriety, Heat, fines and injury

Lawful victories build Honor. Criminal victories build Notoriety and Heat, reduce Honor by one and create tagged stolen cargo rather than immediate Bucks. The character keeps their standing and history when you switch to someone else.

  • Heat falls by 1 per elapsed hour. Crime and the fence close at Heat 8 or above, or while a fine remains unpaid. Lawful opportunities stay available subject to Energy, injury and other normal requirements.
  • Criminal victory adds 3 Heat. Criminal defeat, retreat or stalemate adds 4 Heat, confiscates all stolen cargo and records a 1.500 Bucks fine. Legitimate household possessions are not confiscated.
  • At the Back Alley Fence on Town > Contracts, Sell stolen cargo pays 75% of its quoted value. Tagged cargo cannot enter ordinary Inventory or Marketplace.
  • Pay restitution on Contracts costs the fine plus 2.000 Bucks, clears Heat and the fine, renounces illegal work and adds one Honor. Past Notoriety and history remain.
  • A real defeat causes 30 minutes of Bruised injury; retreat or stalemate causes 10 minutes of Exhausted injury. Both reduce Attack and Evasion by two and block new real expeditions. Wait for recovery or use the Clinic in Town > Training for 1.500 Bucks.
  • Practice creates no injury or wear. Each completed real encounter uses one durability from equipped combat items, including when you lose or retreat.

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