Major City Renown
*You gain an additional ship spot within a city per every 5 renown (sea or air).
Helping Hand
Prerequisites: 10 Renown
Your deeds are starting to be known around the area.
Travel Vouchers: The citizens of the city benefit when you’re around, you should come by more often! You can travel to this city for half price. When travelling please note that you are using this feature in the post.
Neighborhood Helper
Prerequisites: 20 Renown
You’re starting to make a name for yourself! You might get recognized in the streets, given friendly waves by shop keepers, and approached by people with problems that need solving. Keep up the good work!
Well Connected: You’ve helped the people of this area, they want to help you back! At the start of each month gain one contact from the city.
Discount: Your exploits have helped secure the trade routes of the area. You get 20% off when making purchases in the city. When purchasing items from this city please note that you are using this feature in the post.
City Hero
Prerequisites: 40 Renown
You’re the hero that this city deserves, and needs! While beloved by the people, the official government has started taking notice. Who knows, maybe you’ll get the key to the city.
Reward: City specific, gained once you reach this rank.
The Isles are pleased to have a hero of the seas and land within their midst.
Choose one of the following benefits:
Admiral of the Ocean Sea: You are given Huge Ship with a full crew ready to serve you and maintain the ship, removing the maintenance cost. You may do as you please with this ship, bringing it on missions or sending it out to earn money as you deem fit.
Island Getaway: You are given permissions to a small island in the Isles. This island is capable of holding up to 20 room points worth of rooms. You do not need to build structures on this island, and may instead build freestanding rooms throughout the island. If a room has no associated maintenance cost, you do not need to pay one monthly. The Kuokoa Islands will provide a 10,000gp budget for renovations of the island.
The Republic is thankful for your aid in its continued progress.
Enchanted: A master Artificer within Croit offers an infusion to you, choose one of the following Artificer infusions to permanently receive on an item:
-Arcane Propulsion Armor
-Armor of Magical Strength
-Boots of the Winding Path
-+2 Enhanced Arcane Focus/Defense/Weapon
-Helm of Awareness
-Mind Sharpener
-Radiant Weapon
-Repeating Shot
-Repulsion Shield
-Resistant Armor
-Returning Weapon
-Spell-Refueling Ring
-Spell-Storing Item (permanently leaves a spell within the item, DC 17, spell attack modifier of +9)
Any of these items that utilize saving throws have a DC 17.
Research Assistants: Anytime you wish to utilize the People’s Library, an aid is deployed to help you. Anytime you perform the Research downtime activity it takes 2 days of downtime instead of a week.
Your presence has caused much gain for the empress and brought about rumbling throughout the Yctlan Jungle.
Taming the Beast: Upon reaching this renown level you are able to gain a dinosaur mount of CR 8 or below. Should this mount die it may be brought back to life through a ritual at the next dawn.
Herb Masters: The herbalists and alchemists of Genursh’k see you as a valuable ally and are willing to assist in any brewing you should look to undertake. Whenever you are brewing a potion it takes 3/4 less days of downtime (rounded up to the nearest day) as well as 1/4 less gold (rounded up) to create the potion(s).
Vahenite is an expensive resource, but to the floating city its friends are worth such expense.
Home in the Skies: A miniature floating island is created for you with which you may do as you please. The island can accommodate a Large structure, though the city will provide a Medium structure with two bonus rooms of your choice. Should you wish to move your island it follows the rules of movement for ships, though may travel to any city. Moving it to a city it has not previously been requires a payment of 100gp to the city for a permit.
The city of mages has grown to respect and owe you a debt, one they intend to repay.
Key to the Sanctum: A key is given to you. When this key is held against a flat, vertical surface that is at least 7 feet tall and 5 feet wide for one minute it creates a door to an extradimensional dwelling that lasts for 24 hours. This dwelling is a large structure in which you may build rooms that do not generate an income. After the 24 hours has passed, or the key is used again, the door vanishes. The key may be used an amount of times equal to your proficiency bonus per long rest, and when it recreates the door the extradimensional space is exactly as it was left when the door vanished previously. If you are within the extradimensional space when the 24 hours pass you are shoved out to the entrance of where the door was.
The Tower’s Treasure: When researching in Goraj you have no maximum amount of lore points you may have at one time. Anytime you utilize the Research downtime you gain 3x as many lore points as you normally would.
Kearloch:
Your fame with the Nezzians of Kearloch have made you able to undergo a ritual that increases your defenses of the horrors beyond our plane, shielding you from their insanity.
Aberrant Shielding. You gain the following traits:
You have advantage on Intelligence, Wisdom, and Charisma Saving Rolls
You gain proficiency in Intelligence Saving Rolls
When you roll a saving throw from a Aberration, you may add double your proficiency bonus to the Saving Roll
After much work alongside the city and the beings in power have deemed fit to assist you in your affairs, so that you will continue to assist them in theirs.
Deals with the Devils: Due to Madinat’s extensive trade network they are able to acquire some of the more “unique” components for magic items. Once you reach this level of renown with Madinat you are able to purchase the special ingredient required to create a magic item for the following prices (based upon the rarity of the magic item):
Common - 100gp
Uncommon - 1,000gp
Rare - 5,000gp
Very Rare - 20,000gp
Gift from the Devil: You are given one of the following gifts of your choosing:
-You gain the ability to speak and understand all languages you can hear
-You gain expertise in deception
-You gain expertise in persuasion
-You never age, magical aging does not affect you
-You no longer need to eat, drink, or breathe
-You gain the ability to read all writing
-You gain the ability to see normally in darkness, both magical and nonmagical, to a distance of 120 feet
You have proven yourself an ally to this city and the forest surrounding it.
Nature’s Bounty: Due to your favor with the nobility of Noirtisser, you gain a passive income from those wishing for you to aid the city further. This income is 5000gp/month.
Friend of the Mother Tree: Your kindness to nature leads to it wishing to show kindness back. You gain the ability to awaken a huge tree within 60ft of you once per Long Rest, transforming it into a Treant for 10 minutes or until it is reduced to 0 hp, after which it digs its roots into the ground once more and returns to being a tree.
Tree House: You are now trusted among the elite nobles of Noirtisser and able to build an Arbenoir in the city.
The guilds appreciate your aid with their continued projects, and now look to aid you in your projects.
The Forges Alight: The supplies and master workers of the guild see you as a comrade, and will assist you to some degree in your own forgework. The completion of a magic item’s crafting takes half the time it normally would (rounded up to the nearest day), and 3/4 the usual gold cost (rounded up to the nearest gold). This is before the effects of the Artificer’s Magic Item Adept feature. Please note you are using this feature when crafting the item, this can only be used in Orndalur.
The undercity recognizes your assistance, and sees you as one of its own.
Undercity Connections. You are taught the ways of legermaine my masters of the craft, you gain Theives Cant or one language of your choosing if you already have it. Additionally you gain expertise on 3 skills of your choice, and 10 contacts of any rarity within Theyne when you first gain this renown benefit.