Reputation and Renown

The politics of Creed can be a complex, interwoven mess at the best of times. Fortunately, the recent centuries has been relatively peaceful, with alliances holding steady, trade flourishing, and even Keld playing nice. Many attribute this to the serious threat of the Oni Wars in Dentyr, rallying the nations of the world together under a single banner. Other place this peace, strangely, in the laps of the pirates, having distracted Keld from its marauding ways and redirecting them to a new national past-time.

But even in these peaceful times, trust is not easily given. The Guilds and Churches do not easily open their doors to strangers, and even great nations are wary of the world-shaping powers that many heroes wield. Your reputation with these organizations is vital if you’re to survive the sea of suspicions, and your renown with the people of this world will either raise you up as a hero, or turn you into a vilified outcast.

Reputation

Reputation represents your relationship with certain groups in the world, such as the numerous Houses and religions. Reputation is tracked via the following categories: Hostile (-3000), Unfriendly (-3000), Unknown (base), Friendly (+3000), Honored (+6000), Revered (+12,000), Exalted (+21,000). Advancing (or dropping) categories of renown requires you to gain (or lose) the noted amount to move from one category to the next (so, an Unknown group would require an additional 3000 reputation to become Friendly, a Revered group would require an additional 21,000 reputation to become Exalted, etc). Players earn reputation with groups in a number of different ways, such as donating religious artifacts to their respective church, completing quests for organizations, hunting down the enemies of an organization and bringing back proof of the deed, and, at low enough reputation levels, just having positive interactions with members of an organization can earn you reputation with them.

Notably, each level of Reputation gained with a group will grant a bonus to the players, such as a bonus to a skill check, a bonus spell-like ability, or even a new ability altogether. These bonuses reflect the nature and goals of the organization, and will range considerably in usefulness from organization to organization and from player to player, as the abilities are not balanced against each other (some organizations do offer better bonuses than others) and the abilities are static across all players regardless of their personal professions. Complete Champion has excellent examples of these bonuses. Bonuses the party currently has can be found on the Reputation Bonuses page.

Benefits and Penalties of Reputation

  • Hostile: When interacting with members of this group, -8 to Disguise, -16 to Bluff and Diplomacy. Both members of this group and members of organizations opposed to this group get a +8 bonus Knowledge (Local) checks to know of you. Members of the group will often attempt to detain or kill you. Organizations opposed to this group may seek you out.
  • Unfriendly: When interacting with members of this group, -4 to Disguise, -8 to Bluff and Diplomacy, members of this group will refuse to barter with you and will be hesitant to interact at all. Both members of this group and members of organizations opposed to this group get a +4 bonus Knowledge (Local) checks to know of you.
  • Unknown: No changes.
  • Friendly: +2 to Bluff and Diplomacy when interacting with members of this group, -2 to Bluff and Diplomacy when interacting with members opposed to this group. -2 to Disguise against members of this group and members of organizations opposed to this group. Both members of this group and members of organizations opposed to this group get a +2 bonus Knowledge (Local) checks to know of you. Gain a minor bonus in relation to the organization. Special quests may become available.
  • Honored: +4 to Bluff and Diplomacy when interacting with members of this group, -4 to Bluff and Diplomacy when interacting with members opposed to this group. -5% discount in merchant price within the organization, special items/materials may become available. -5 to Disguise against members of this group and members of organizations opposed to this group. Both members of this group and members of organizations opposed to this group get a +4 bonus Knowledge (Local) checks to know of you. Gain a bonus in relation to the organization. Special quests may become available, NPCs within the group who could benefit from your aid will begin to seek you out.
  • Revered: +6 to Bluff and Diplomacy when interacting with members of this group, -6 to Bluff and Diplomacy when interacting with members opposed to this group. -10% discount in merchant price within the organization, +5% increase in player sell price within the organization, special items/materials may become available. -10 to Disguise against members of this group and members of organizations opposed to this group. Both members of this group and members of organizations opposed to this group get a +8 bonus Knowledge (Local) checks to know of you. Gain a bonus in relation to the organization. Special quests may become available, NPCs within the group who could benefit from your aid will often seek you out, the organization may begin requesting your aid with priority situations. A player with Revered reputation may begin to seek out leadership positions within their organization.
  • Exalted: +10 to Bluff and Diplomacy when interacting with members of this group, -10 to Bluff and Diplomacy when interacting with members opposed to this group. -20% discount in merchant price within the organization, +10% increase in player sell price within the organization, special items/materials may become available. -15 to Disguise against members of this group and members of organizations opposed to this group. Both members of this group and members of organizations opposed to this group get a +16 bonus Knowledge (Local) checks to know of you. Gain a major bonus in relation to the organization. Special quests may become available, NPCs within the group who could benefit from your aid will often seek you out, the organization will often request your aid with priority situations. A player with Exalted reputation will often be encouraged to take a leadership position within their organization, and may place themselves into the running for Guildmaster should an election go up.
Reputation Tracking
  • The Keepers: Honored (9425/12000)
  • Serra’s Gift: Honored (250/12000)
  • Bayul’s Cabinet: Honored (0/12000)
  • House Duvain: Friendly (4800/6000)
  • The Worldmother: Friendly (1800/6000)
  • House Caerwyn: Friendly (1450/6000)
  • Fiers’ Forge: Friendly (2400/6000)
  • The Murmuring Bosk: Friendly (700/6000)
  • The Old Lords: Friendly (450/6000)
  • The Jeweled Lady: Friendly (125/6000)
  • The Nine Guardians: Friendly (100/6000)
  • The Izzet League: Friendly (0/6000)
  • House Marslyn: Unknown (2800/3000)
  • House Varis: Unknown (2200/3000)
  • O-Kamachi: Unknown (2125/3000)
  • The Ocean Guardian: Unknown (1550/3000)
  • The Primals: Unknown (1800/3000)
  • Followers of the Beast Unknown (1000/3000)
  • Isperia’s Revelation: Unknown (700/3000)
  • The Twilight: Unknown (250/3000)

Renown

Renown represents how well known you and your deeds are in an area and in the world at large. Renown is tracked on a global scale, continental scale, and regional scale. Renown is tracked via the following categories: Hostile (-3000), Unfriendly (-3000), Unknown (base), Recognized (+3000), Famous (+6000), Heroic (+12,000), Legendary (+21,000). Advancing (or dropping) categories of renown requires you to gain (or lose) the noted amount to move from one category to the next (so, an Unknown group would require an additional 3000 renown to become Recognized, a group with Heroic renown would require an additional 21,000 renown to become Legendary, etc). Note that the bonuses to bluff, diplomacy, and merchant prices listed below may be inverted to penalties if a particular person opposes the majority of actions that gave you a positive renown level (Recognized, Famous, etc). Likewise, the penalties to bluff, diplomacy, and merchant prices may be inverted to bonuses if an individual opposes the majority of actions that gave you a negative renown level (Hostile or Unfriendly)

Increases to your renown on a global scale applies to renown for all continents and all regions. Increasing your global renown is incredibly difficult, often gained only from truly legendary feats that few but the most epic of heroes can undertake, with well-publicized impacts on a global scale (The Nine Guardians exemplify heroes with significant renown on a global scale). Notably, global renown is often gained in very large chunks.

Increases to your renown on a continental scale applies to renown for all regions within the continent. Increasing your continental renown is difficult, usually gained from undertaking quests that effect the whole of the nation, or earn you press with the leaders of the nation (the Duvain family is an example of a group with continental renown). Continental renown can be gained in widely varying amounts depending on the deed or event in question.

Increases to your regional renown applies only to that region. Increasing your regional renown is easily accomplished, done by helping townspeople, undertaking quests with a regional impact, and by your every-day interactions with the citizens of a region (The Silver Sabers are an example of a group with regional renown). Regional renown is most often earned in smaller amounts, but many things, even just traveling through cities, resplendent in your armor or mage’s robe, can earn you regional renown.

Benefits and Penalties of Renown

  • Hostile: -8 to Disguise, -16 to Bluff and Diplomacy, merchants and townsfolk refuse to interact with you, Knowledge (Local) checks to know of you get a +8 bonus. City guard will attempt to detain or kill you. There is almost always a warrant out for your arrest or a bounty out for your head at this renown level.
  • Unfriendly: -4 to Disguise, -8 to Bluff and Diplomacy, +10% increase in merchant price, -10% decrease in player sell price, Knowledge (Local) checks to know of you get a +4 bonus. There may well be a warrant out for your arrest at this renown level.
  • Unknown: No changes.
  • Recognized: -2 to Disguise, +2 to Bluff and Diplomacy, Knowledge (Local) checks to know of you get a +2 bonus. Special quests may become available.
  • Famous: -5 to Disguise, +4 to Bluff and Diplomacy, -5% discount in merchant price, Knowledge (Local) checks to know of you get a +4 bonus. Special quests may become available, NPCs who could benefit from your aid will begin to seek you out.
  • Heroic: -10 to Disguise, +6 to Bluff and Diplomacy, -10% discount in merchant price, +5% increase in player sell price, Knowledge (Local) checks to know of you get a +8 bonus, Bards will often begin to compose songs about your adventures. Special quests may become available, NPCs who could benefit from your aid will often seek you out, nations may begin requesting your aid with sensitive situations. A player with a Heroic renown in either two regions or a continent can petition to become a hero.
  • Legendary: -15 to Disguise, +10 to Bluff and Diplomacy, -20% discount in merchant price, +15% increase in player sell price, Knowledge (Local) checks to know of you get a +16 bonus, Bards often compose and regularly sing songs about your exploits, these songs will often carry on long past your death. Special quests may become available, NPCs who could benefit from your aid will often seek you out, nations will often request your aid with sensitive situations. A player with a Legendary renown in even one region will be forced to become a hero.
Global Renown Tracking
  • Global: Unknown (0/3000)
Erathell Renown Tracking
  • Erathell Continental: Recognized (0/6000)
  • Celanthiral: Recognized (1750/6000)
  • Laquaran: Recognized (250/6000)
  • The Sunset Fields: Heroic (550/21000)
Coricona Renown Tracking
  • Coricona Continental: Unknown (500/3000)
  • Ikari: Unknown (2875/3000)
  • Ikari Jungles: Unknown (500/3000)
  • Kha Nar: Unknown (500/3000)
  • Divinity’s Reach: Unknown (1400/3000)
  • Asuren: Unknown (575/3000)
  • Aasrugel: Unknown (575/3000)
  • Ashridge Barbarians: Recognized (1450/6000)
  • Tanufel: Unknown (500/3000)
  • Hurloon Tribes: Unknown (700/3000)
  • Talruun Tribes: Unknown (500/3000)
  • Khaz Kvinn: Recognized (1700/6000)
Dentyr Renown Tracking
  • Dentyr Continental: Unknown (0/3000)
  • Akrekik: Unknown (0/3000)
  • The Wastelands: Unknown (0/3000)
  • The Silver Isle: Unknown (0/3000)
  • Rhyza Varus: Unknown (0/3000)
Alabastra Renown Tracking
  • Alabastra Continental: Unknown (0/3000)
  • Keld: Unknown (0/3000)
  • The Wild North: Unknown (2500/3000)
Klurikon Renown Tracking
  • Klurikon Continental: Unknown (0/3000)
  • More in the Works: Unknown (0/3000)

Reputation and Renown

Skies of Glass Planeswalker Planeswalker