Lore / Favour
Favour
is relation.
Favour is not research, currency, or luck. It is the settlement's relation with what watches from the edge of the known map.
System
A number with a myth behind it.
Offerings, rituals, choices, disasters, and Twilight states can raise or lower favour. Its effects should feel legible without becoming mechanical bookkeeping.
High favour may open doors. Low favour may make warnings colder, disasters stranger, or recovery more costly.
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