page 101 of Hellfrost Player Guide
After each adventure, and only when the heroes return to civilization, one of the party may begin telling the tale of their epic battles and heroic deeds. The character makes a Persuasion roll, modified as below. The GM is always free to add positive modifiers for truly heroic actions or based on the character’s weaknesses and how he overcame them. Always try to think of how the heroes’ true exploits (as opposed to any extra bits they invent) sound as a tale told by skalds. This is important, as it is the listeners on Rassilon who are effectively granting them Glory.
Ideally, an extra +1 or +2 should be the maximum. For instance, slaying a dread liche is certainly worthy of praise, but that is already covered in the table. However, lopping off his head with a Called Shot as the killing blow is worth a small modifier, as it’s the sort of detail found in epic poems.
Everything living eventually dies. Even the gods are fated to die one day in the final, climatic struggle between good and evil. However, while a mortal’s flesh may rot off the bone, his name can live forever through his deeds. Skalds sing tales of heroes who perished long ago, keeping the memory of these figures as alive today as it was when they walked the earth.
Glory has nothing to do with social standing, wealth, or who one calls friend—it is a mark of a character’s reputation as a hero. A king may be well known across the lands, but that does not make him a hero, nor does it entitle him to become the focus of ballads or epic poems. Only through heroic deeds can a character aspire to enter the history books and oral myths of Rassilon.
Your hero’s Glory starts at zero, but can be affected by his or her actions during the course of the game. The higher your hero’s Glory, the more renowned he is across Rassilon and the more benefits he gains.
Glory can go negative, but this grants no benefits—it just puts your character further away from being a hero.
PLAYING A VILLAIN
Not every player is going to want to play a hero, and that’s fine. After all, we’ve given the stat blocks for several evil deities, and there’s no restriction on characters worshipping them. However, there is a price to pay for villainy. Heroes who perform heroic deeds earn bonuses through their elevated Glory—villains get very little reward for being evil. Of course, to earn Glory a hero has to take great risks and maintain a certain code of conduct, whereas a villain doesn’t have that restriction. As such, villains are easy to play, but heroes get all the rewards for being “forced” to act in a certain manner.