Influence#

The sigil of the rode of influence

Power is in the eye of whoever's watching. Learn what they see, and you'll never need to raise your voice.

Gregory Simmons, master of influence

The rode of being listened to. It raises your charisma, and with it every bargain, plea and threat you make.

Rank 1+1 Rank 2+2 Rank 3+3 Rank 4+4 Rank 5+5 GivesCHA

Ranks and tests#

Each rank adds to your charisma: +1 CHA at rank 1, up to +5 CHA at rank 5. The bonus sits on top of your score and isn’t held to the maximum training can reach. Rodes of the self has the rest of its kind.

  1. Level20
    Rank 1: Initiate

    +1 CHA

    Get a stranger in Blithe's market to give you something they need, and have them thank you for taking it.

  2. Level40
    Rank 2: Walker

    +2 CHA

    Settle a feud between two houses of Blithe so that both of them think they won.

  3. Level60
    Rank 3: Keeper

    +3 CHA

    Talk your way into a place you'd otherwise have had to fight your way into.

  4. Level80
    Rank 4: Warden

    +4 CHA

    Make a friend of one of Simmons's enemies, and keep them one.

  5. Level100
    Rank 5: Exemplar

    +5 CHA

    Change the mind of someone who has never once changed it. Simmons picks who.

The master#

Gregory Simmons has never held an office in Crecia and has decided who holds most of them. He takes visitors in a counting house in Blithe and remembers every one of them.

Find Gregory Simmons at a counting house in Blithe, in Crecia. Where the masters teach maps all fourteen.

Where Gregory Simmons teachesBlithe: InfluenceBlithe
Gregory Simmons teaches at a counting house in Blithe.

How it shows#

None of this changes a roll. It’s how the people around you can tell what you walk, if you want them to.

  • A faint light seems to rest on you in any room where you’re being listened to.
  • People repeat what you said later and think they thought of it.

Who walks it#

The classes the rode does the most for. Any class can walk it.

The rode finder ranks every rode for a class.

What others say#

Simmons bought me a drink and I gave him the harbor's shipping list. I still don't know when I agreed to.

A harbormaster of Crecia

Watch the ones who walk influence. They're the only people who come out of a bargain with more friends than they went in with.

A merchant of Port Carvi

The council vote

Gregory Simmons wants a candidate to lose Blithe’s council vote, and he doesn’t want anyone to learn that he wanted it. His walkers get the job. The candidate has walkers of their own.