Presence
How loudly the world knows your name. Authority and access flow to those who are seen.
The system that watches everything
Six measures track how the world reads you. The contracts you complete move them, and they fade back toward nothing when they are not fed. Your class is chosen when you join a guild in the world; what these six numbers decide is which work the realms will trust you with afterwards.
How loudly the world knows your name. Authority and access flow to those who are seen.
How easily a deed is pinned to you. Witnesses leave a trail; shadows let it fade.
Whether your word holds. Keep your oaths and doors open; break them and they close.
How dangerous the realms believe you are. Draw blood, and the world draws its counter.
How closely you are being watched right now. Attention narrows what you can get away with.
How well you weather ruin. Survive the fall, and the next one costs you less.

How it adds up
Every deed that counts is entered while it is still warm. What the six measures decide is which work the world will trust you with - the contracts that open to you, and the ones that quietly close. The rep command shows where each of them stands.
Standing with the powers of a place
Separately from the six measures, some places keep their own books. In the Brinewarrens, three powers do: the Syndicate, the Tideborn and the Faceless. Standing with each runs from -1000 to 1000 across nine tiers, from Feared through Neutral up to Worshipped, and drifts back toward zero by fifty points a day when you leave it alone. Rise with one and you will usually fall with another. The faction command shows where you stand with all three.
Where it leads
A warrior gains power through visible combat. A thief survives by leaving no trace. The same six measures hold the oldest tension in any world - to be seen, or to be unprovable - and the ledger follows you across every border.