Renown & Reputation As your character proceeds in their adventuring career, they may do well, and may even become famous for it. To represent the effects of this fame, Legends uses rules for renown and reputation. Respectively, these represent just how well-known you are, and what you are known for.
Renown & reputation are used to determine the outcomes of many social actions, as well as the effects of some Appeal Abilities. Depending on the GM's preferences, they may track all characters' renown & reputation, or they may have you track your own.
Individuals & Groups You and the other PCs will typically have the same renown & reputation, since you adventure together and partake in the same quests and great deeds. However, renown & reputation is technically tracked on an individual basis, which may become relevant if your party members include NPCs with different backstories, or PCs coming out of retirement from previous campaigns. You always use your own individual renown and reputation when resolving any rules; it is not overridden by the majority reputation of the group. However, if you adventure with a group for any length of time - certainly if you gain further renown with that group - all members tend to merge into the same reputation type. Keep an eye on your friends, as their actions may affect your reputation as well!
Renown is not changed by joining or leaving a group. You will not lose renown by accepting a less-famous member into your party, nor will you gain it if you team up with a more-renowned individual.
Renown Renown represents how well-known and frequently talked-about you and your deeds are in Lur-Asko. Unless they devote themselves to secrecy, few adventuring parties that achieve success can avoid fame, and it's seldom beneficial for them to avoid it. Keep in mind, however, that renown does not describe what kind of fame or infamy you have - those considerations are covered by reputation rules instead.Gaining Renown Your renown begins at 0, and you gain points of renown by doing great deeds outside of secrecy - that is, they can be witnessed or made public in some credible way. Frequently, these are the same events that generate large amounts of XP for some or all members of the party. In most circumstances, you will gain an amount of renown equal to 1/10 of your XP daily reward, delayed to whatever time the deeds you gained XP for can be made known. For days when PCs earned significantly different amounts of XP, the larger amount will likely be used to determine renown gains for each party member. The renown gain may be higher for deeds which are greatly publicized and relevant to the public, and likewise lower for more obscure acts. As with XP, the GM always has the final decision of how much renown to award.
Notably, renown is not gained for amounts of XP that you fail to actually gain due to minimum reward rules. This reflects the reality of how it is easier to gain basic notoriety than it is to continually exceed the fame of other well-known figures.
Renown can also be gained through certain Appeal Abilities. It technically has no maximum.
Losing Renown During a campaign, renown can only be lost due to slander. Between campaigns, renown will decay at a rate of 4 per season, to a minimum of 1/25 of your XP Net Worth; Lur-Asko simply shifts its focus to currently-active adventurers, though you may not disappear from the public consciousness entirely if you gained enough renown.
The minimum of 1/25 your XP Net Worth applies only to losses from between-campaign decay, and renown can still be reduced below this value by slander. Renown can never be less than 0.
Nobles, guild leaders, celebrities, or other NPCs who gain their fame by means other than adventuring may have an amount of renown that does not decay with time, or decays more slowly. Of course, they are not normally able to make rapid gains in renown as adventurers can.
Geographical Renown Your renown is only completely effective in a region where you are known to operate. Wander too far from your sphere of influence, and you will find yourself less famous until you can prove yourself. Word travels more slowly between regions, and even slower between realms.
For the purposes of renown rules in Lur-Asko, a region is defined as a single city, together with all villages and settlements to which that city is closest. Whenever you gain any amount of renown, your renown becomes fully effective throughout your current region. If you go to a new region, your renown is considered to be 5 lower than it actually is (to a minimum of 0). If you go to an entirely new realm in which you have not yet gained renown, the effect is 10 lower instead of 5. When you are able to gain any amount of renown in your new region, these penalties are entirely removed; once you gain the people's attention, news of your exploits in other areas tends to enter the conversation.
If your renown decays to 0 between campaigns, the rules above are reset; you must start over and treat all regions as new regions.
The Gelid Isles, Myrabilis, and Unhartaren are considered to be their own renown regions, despite the latter two not including a major city.
Renown Between Travelers Travelers tend to pick up rumors and apply information from their current environment, regardless of where they are actually from. When a renowned character/party meets you and your fellow PCs, they apply their renown according to whatever region you are both currently in. That is, if they have gained renown in your current region, they count their full renown for the purpose of any social actions or Appeal Abilities used against you. The same rules apply for your party versus theirs, and for all traveling characters in general.Reputation Reputation determines what your amount of renown actually means to those who have heard about you. Your renown may give people incentive to fear you and/or trust you, and both are useful to you in different ways.
Unlike renown, reputation is not quantified in an amount of points. Instead, reputation is divided into 6 types, each one a summary of the beliefs people have about you. Whereas renown is fairly constant and varies only if you go to a new region, reputation rules are very subjective, and are considered separately for different people who observe you. For example, you might have a Barbaric reputation with an invading enemy army, but a Benevolent reputation with the townsfolk you are defending from them. It's up to the GM to determine what reputation type you have with NPCs, but generally speaking, you will have a single reputation with the commoners of an entire renown region. Your reputation with your current region has significant impacts on how your renown can be leveraged via social actions, and it is closely guarded by any wise and self-respecting adventuring party.
NPCs also have a reputation type with your party. This is appropriately decided in-character, as your character's thoughts are up to you. Still, remember to keep your PC's opinions reasonable; if you are constantly changing what you consider an NPC's reputation type to be, simply to avoid the worst consequences from their social actions, this is a gross violation of the rule against metagaming. Until you know more about a newly-met NPC, defaulting to the majority reputation they have in your current renown region is likely appropriate, unless there are special circumstances of philosophy or faction.
Reputation Types Benevolent