Simonides’ “whisper network” is not a spy organization. It is a loose web of friends, beneficiaries, correspondents, tradespeople, travelers, and occasional informants.

You have inherited:

  • Simonides’ relationships and obligations;

  • a trust used to maintain those relationships;

  • records, ciphers, safe rooms, and correspondence;

  • the ability to ask contacts for information or assistance.

These people are not employees awaiting orders. Some will help freely, some expect payment or reciprocal favors, and some must be convinced to accept personal risk.


Starting State

ResourceStarting value
Correspondence, Relief, and Travel Trust48,000 gp
Operating modeActive
Monthly base upkeep600 gp
Confidence2 — Tentative
Heat1 — Noticed
Home reachNaukros
Coordinated RequestsOne per Bastion turn
Current assetsTwo safe rooms, several caches, coded correspondence materials, and Simonides’ contact archive

A Bastion turn normally represents 7 in-game days.


Operating the Network

At the beginning of each month, choose how actively the network operates.

ModeMonthly costCapability
Dormant200 gpPreserves records and essential emergency contacts; no coordinated Requests
Quiet300 gpOne coordinated Request per month
Active600 gpOne coordinated Request per Bastion turn; contacts may provide unsolicited tips
Surge1,200 gpTwo coordinated Requests per Bastion turn; gain 1 Heat at the end of the month

Operating costs cover ordinary correspondence, small stipends, routine travel, harmless favors, and maintenance of existing assets.

Risky or unusually expensive Requests cost additional money.

Fund Runway

Assuming no additional expenses:

ModeTime before the 48,000 gp trust is exhausted
Dormant20 years
Quiet13 years, 4 months
Active6 years, 8 months
Surge3 years, 4 months

New Anchors, safehouses, bribes, foreign travel, emergency assistance, and other special expenses reduce this runway.


Confidence

Confidence measures whether Simonides’ contacts believe you will honor his relationships and protect the people who help you.

It does not represent obedience or membership in an organization.

ConfidenceStateWhat contacts will generally do
0BrokenMost contacts disappear or refuse involvement
1WaryProvide harmless rumors or accept ordinary paid work
2TentativeProvide information and modest favors
3EstablishedAccept some personal, professional, or legal risk
4DevotedVolunteer warnings and undertake serious risks

Increasing Confidence

Confidence can rise when you:

  • continue assistance Simonides promised;

  • protect contacts’ identities;

  • pay fairly;

  • rescue or defend endangered contacts;

  • perform favors without immediately demanding repayment;

  • meet important contacts personally;

  • accept a loss rather than expose someone.

Losing Confidence

Confidence can fall when you:

  • miss support payments;

  • expose confidential sources;

  • abandon contacts in danger;

  • use threats or coercion against the network;

  • treat contacts as expendable agents;

  • divert trust money toward unrelated purposes.

Confidence determines what contacts are willing to attempt. It does not provide a universal bonus to checks.


Heat

Heat measures how much attention Simonides’ relationships and your use of them have attracted.

HeatStateEffect
0QuietNo general suspicion
1NoticedRivals know Simonides maintained unusual relationships
2WatchedSensitive Requests cost more, take longer, or carry greater risk
3CompromisedA named contact, safe room, route, or Anchor becomes unsafe
4ScatteredCoordinated Requests stop until the exposure is addressed

Gaining Heat

Heat can rise through:

  • failed covert Requests;

  • repeated activity against the same faction;

  • public use of confidential information;

  • conspicuously activating Simonides’ old contacts;

  • running several sensitive operations in quick succession;

  • operating in Surge mode.

Reducing Heat

Heat can fall through:

  • lying low for a month;

  • changing communication methods;

  • relocating a compromised contact;

  • identifying and stopping surveillance;

  • abandoning an objective rather than exposing someone;

  • completing a successful Check the Web Request.

Heat affects particular people and assets. A problem in one location does not mean every contact everywhere has been exposed.


Contacts

Each contact has four important traits.

TraitMeaning
SphereThe part of society, profession, or region they understand
AccessThe information, services, or introductions they can reasonably provide
NeedWhat maintains their relationship with Simonides’ heirs
LimitWhat they will not do or risk

A contact’s Access determines whether they can meaningfully help with a Request.

A harbor clerk may readily obtain docking records but be unable to shelter a fugitive. A boarding-house keeper may hide someone but have no access to Council proceedings.


Making a Request

A Request is a coordinated use of Simonides’ contacts. The number available depends on the network’s operating mode.

Ask Around

Gather rumors or seek an answer to a focused question.

Examples:

  • What are sailors saying about the explosion?

  • Which merchants have recently met with Melkarthe’s representative?

  • Who has been asking about the Sand Reckoner?

Find

Locate a person, vessel, business, document, or likely destination.

Introduce

Arrange a meeting, invitation, recommendation, or trustworthy intermediary.

Watch

Ask contacts to notice a target’s movements, meetings, visitors, or activity.

Carry

Deliver a message, payment, or small package discreetly.

Shelter

Find temporary lodging, hide someone, or assist with relocation.

Smooth the Way

Help with permits, scheduling, bureaucratic delays, ordinary documentation, or access to officials.

Shape a Rumor

Circulate, redirect, or suppress a limited story among a specific audience.

Check the Web

Determine whether a contact, message, safe room, route, or Anchor is being watched or has been compromised.


Resolving a Request

Not every Request requires a roll.

A contact can normally perform routine tasks clearly within their Sphere and Access. A harbor clerk can retrieve an ordinary public registry entry; a performer can learn what tavern patrons are openly discussing.

A check may be required when the Request is:

  • guarded;

  • dangerous;

  • urgent;

  • illegal;

  • politically sensitive;

  • outside the contact’s normal Access.

Procedure

  1. State exactly what you want to accomplish.

  2. Choose a relevant contact, or ask the network to locate one.

  3. Determine the likely delay, expense, and danger.

  4. Make an appropriate ability check if the outcome is uncertain.

  5. Relevant Access usually grants Advantage.

  6. Heat may cause Disadvantage, increase the cost, or delay the result.

  7. Failure produces incomplete information or a complication rather than nothing.

Possible checks include:

  • Intelligence (Investigation): Frame a precise records search or connect scattered information.

  • Charisma (Persuasion): Convince a contact to accept inconvenience or risk.

  • Charisma (Deception): Establish a cover story or conceal the Request’s true purpose.

  • Wisdom (Insight): Interpret rumors, judge sources, or recognize misinformation.

The network creates opportunities and access. It does not replace the party’s own abilities or complete adventures off-screen.


Additional Request Expenses

Normal upkeep covers harmless favors and ordinary communication. More difficult work has additional costs.

RequestTypical additional cost
Ordinary rumors or public records0–25 gp
Discreet search or surveillance50–200 gp
Special introduction or bureaucratic favor100–500 gp
Forged local document100–500 gp
Temporary shelter or local relocation250–750 gp
Cross-island travel or foreign investigation500–2,000 gp
Emergency extraction, major bribe, or endangered witness1,000–5,000 gp

These payments cover expenses such as:

  • travel;

  • lodging;

  • lost wages;

  • bribes;

  • materials;

  • documents;

  • compensation for risk.

Payment does not guarantee cooperation or success.


Geographic Reach and Anchors

The network’s reliable home territory is Naukros.

To operate regularly in another city or region, you need an Anchor.

Anchor

An Anchor is a trusted person or small group in a named external location.

Examples include:

  • a traveling performer in Melkarthe;

  • a former student in another city-state;

  • an innkeeper near Tortoise Cove;

  • a courier captain who travels between the eastern islands.

An Anchor allows normal Requests in that location.

Without an Anchor, the network can still:

  • send messages;

  • seek introductions;

  • ask travelers for broad rumors;

but it cannot reliably arrange surveillance, shelter, document searches, or other sustained local assistance.

Establishing an Anchor

Establishing an Anchor normally requires:

  • a named person or existing relationship;

  • a reason they trust you;

  • a personal meeting, significant favor, or mission;

  • 500–2,500 gp in travel, assistance, lodging, and setup costs.

An Anchor normally costs 50–150 gp per month to support.

There is no separate regional expansion purchase. The network’s geographic reach is determined by the Anchors it actually maintains.


Network Assets

Safe Room or Safehouse

CostAmount
Setup1,000–3,000 gp
Monthly upkeep50–150 gp

Provides secure lodging, storage, or a meeting place in one location.

A safehouse is a physical asset. It does not automatically include trained agents or guards.

Coded Correspondence System

CostAmount
SetupApproximately 2,000 gp
Monthly upkeep25 gp

Reduces the chance that ordinary intercepted messages reveal contact identities or intentions.

It cannot indefinitely defeat a determined professional cryptanalyst.

Emergency Chest

You may reserve any portion of the trust for emergency expenses such as:

  • bail;

  • medical treatment;

  • relocation;

  • funerals;

  • destroyed records;

  • emergency bribes;

  • helping the family of a compromised contact.

Reserved money remains part of the trust but is not available for ordinary spending.

Contact Archive

Simonides’ contact ledger, sealed schedules, correspondence, ciphers, and reports are stored at the Bastion.

The archive helps identify relationships and interpret old messages, but possession of Simonides’ records does not guarantee the cooperation of the people named within them.


Passive Benefits

While the network operates in Active or Surge mode, its contacts may occasionally provide useful information without receiving a formal Request.

Possible benefits include:

  • a relevant rumor or warning during a Bastion turn;

  • notice that a known faction has made a conspicuous move;

  • recognition of an unfamiliar name, symbol, vessel, or organization;

  • a suggestion of someone who might provide an introduction;

  • warning that a contact or route has become unsafe.

These benefits provide leads rather than complete solutions.

A contact might report that a Melkarthene official met privately with harbor assessors. The network would not automatically discover the official’s complete plan.