Notoriety
Notoriety, shorthand NR, is the measure of an individual versus the perceptions of the greater public or common society within any given domain. It may be negative or positive; certain qualities which influence NR include a character's race or actions undertaken within a domain that denizens of that domain broadly object to, such as spellcasting in the view of authorities or non-player characters where NR is a factor. Such objectionable actions will be listed on that domain's page.
The Notoriety Scale
Notoriety is expressed through scale thresholds. Shifts to this scale are communicated to the player when an objectionable action is taken or when their NR improves past an appreciable threshold. Though exact numerical values are obscured from the player when looking at one's NR in the character sheet, characters will know if their NR is close to the nearest positive or negative threshold. Charisma is a factor - characters who are highly charismatic will resist negative shifts where characters who have negative Charisma find these shifts easier.
Hostile
The character has wronged society in some way, or transgressed against expectations to the degree that they are disbarred from almost all services in any given settlement and may even be excised from within the walls by arms-bearing authorities. Caliban who do not adequately cover themselves begin play with Hostile NR in the major domains.
Disfavored
The character is unusual or attracts suspicion. They have access to most services inside a settlement but may face worse rates or less product, with some establishments refusing them altogether. A plurality of non-human races begin play with Disfavored NR in the major domains.
Neutral
The character is unremarkable, and has little to no record with the authorities. They can expect baseline access to services inside a settlement and opportunities for more exclusive areas. Humans begin play with Neutral NR in the major domains.
Favored
The character is considered to be established and ingratiates themselves with society. They have better access to services, benefiting from reduced rates and other previously unavailable choices. Native humans of a major domain tend to begin play with Favored NR for that domain. Favored is the maximum possible NR achievable through automatic sources in The Domains of Dread.
Trusted
The character has proved themselves useful and benevolent with society. They have the best access to services and carry an amount of leeway with the requests they are able to make regarding settlement authorities. Though no characters begin play with Trusted NR, it is achieved through conscious, helpful action in any given domain as handed down by Game Masters.
Target Notoriety
A character may at any time observe their target NR for a given domain, typically the NR they would have had if they began play in that domain. Their present NR will shift toward their target NR IRT, determinant to their Charisma for how slow or faster (the better the Charisma, the slower if negative, or faster if positive and vice versa for worse Charisma).