Factions

Renown

Whether you work with a city or faction because you believe in its ideals or because it is a quick way of earning money is irrelevant. Your reputation grows as people hear about the things you have done to help or harm their allies. The more quests that you complete for a faction or city, the more you are trusted and the greater responsibilities you can be given. At certain points in your renown gathering you may be presented the opportunity to receive rewards, either for joining the faction or just for assisting them. The renown rewards within this document are divided into three groups: City Renown, which involves all of the cities in Embris, Active Factions, which are those that have quests being run often, and Inactive Factions, which are those that still provide rewards but have not had a quest run in some time. For more information on the rewards for each group, please see the particular factions/cities for their renown.


Receiving Renown

A DM will determine how much renown you gain for a task or as a reward for a quest. This will depend on how important the quest or task was to the faction, as well as how well you were able to complete it. The DM can reward 1, 2, or 3 renown at their own discretion, or potentially more if you complete a particularly amazing feat.


Gaining 1 renown represents completing a simple task that many people could have done in any day. For example, if you assist in completing a ship escort with the Coral Reapers and assist in defending against some weaker pirates, then you will gain 1 renown.


Gaining 2 renown represents a difficult task being completed well. For example if that same mission involves several ships assaulting the shipment and your group and crew managing to dispatch those ships against horrible odds, you will gain 2 renown.


Gaining 3 renown represents a great task being completed in a fantastic fashion. For example if the ship your group was escorting suddenly came under the assault of a kraken, and your party somehow manages to slay this kraken without the loss of the ship and its crew, though the kraken would normally have decimated the ship, you will gain 3 renown.


Losing Renown and Gaining Infamy

Equally, if your deeds actively harm or go against a faction, then they will look disfavorably towards you. You can also lose renown for doing a job poorly. If you go into negative renown you gain infamy with that faction. This infamy will attract the ire of that faction and if you gain enough they may start sending people after you, place bounties on your head, and work to foil your actions or plans, even those that would not affect them.


When a character goes into negative renown they are now infamous with that faction. When they get to a -5 renown they will be treated as a disliked individual who will not be accepted on quests for that faction, and runs the risk of being arrested or killed should they make a wrong move in the faction’s territory. 


If a character gets to -10 renown they will be treated as an enemy of the faction and attacked by the faction on sight, either with the intent to capture or kill. The faction may consider sending a team of mercenaries after the character, placing a bounty of up to 2,000 gold on the character.


At -25 renown the faction considers you a great threat and the faction is actively drawing up plans to defeat the character as they deem fit. Enemies of the faction may look favorably upon the character, potentially offering some resources to help with their goals. But the character will also probably have elite soldiers and assassins coming after them.


At -50 renown the character is considered a major threat to this faction. The character’s name has become well known as an enemy to even the lowest members of the faction, as well as internationally. At this point the character’s renown will decrease by 10 in every faction considered allied or close to the faction the character is infamous with.