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.

Concealing Renown     If you (and the rest of your party) are able to conceal your identity with Stealth Abilities or otherwise prevent people from recognizing you, your renown is temporarily considered to be 0. Obviously, you will not gain renown from any deeds done with your identity concealed.

Effects of Renown     The most important effects of renown are generally its impact on social actions and Appeal Abilities. The GM may also use your renown to determine people's reactions to you:
    -At 0 renown, you are unknown to the average person. In their eyes you are effectively interchangeable with anyone else similar to you. None of your past deeds are familiar to them.
    -Between 1-7 renown, the average person is only vaguely familiar with who you are. The GM may roll a d8 on your renown to determine if a specific person knows any details about you.
    -At 8 renown, the average person knows who you are. You are probably noticed, but not frequently talked about. They have only the most basic familiarity with your deeds, and will respond with friendliness, suspicion, hostility, or mild curiosity (according to your reputation).
    -At 15 renown, the average person knows a good story about you. You are the subject of local discussion, but do not dominate it. They know the main points of your deeds, and will respond accordingly. The authorities of the area will likely keep a close eye on you (for negative reputations), or officially acknowledge you (for positive reputations).
    -At 30 renown, the average person instantly recognizes you and probably knows several stories about you. You are a frequent topic in local discussion. They know even the small details of many of your deeds. The authorities of the area will "strongly encourage" you to leave their region (for negative reputations), or officially honor you (for positive reputations).

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
    You are perceived as trustworthy, and people have reason to believe they will benefit from your actions. They do not fear you, even if you are powerful, because they believe you act in their best interests.
    This is the best reputation if your primary goal is to gain trust and influence others in a positive way.
    Examples:
    -Charitable and heroic adventurers
    -Most fellow soldiers on the same side in a war
    -Most parties within the same faction

Audacious
    You are perceived as generally trustworthy, and people have reason to believe they will benefit from your actions. However, they also fear that your actions may have negative consequences for them as well.
    This is the best reputation if you generally want to influence others and gain trust, but still want to be able to throw your weight around on occasion.
    Examples:
    -Most city nobles
    -Good-hearted, but assertive or reckless adventurers

Impersonal
    You are perceived as neither a threat nor particularly helpful. People may be aware of your renowned deeds, but have no reason to believe your future deeds will notably affect them.
    This reputation is the least able to be leveraged for beneficial effects, although it protects your renown from outside slander; it's difficult to motivate people to question your fame when the matter doesn't make any personal difference to them.
    Examples:
    -Accomplished merchants
    -Adventurers who mainly do independent quests for personal profit
    -Many non-adventuring celebrities

Comical
    You are perceived as only famous due to dumb luck. People believe you are incompetent or silly, and have no reason to either fear or rely on you.
    This is generally the least desirable reputation - it has all the weaknesses of Impersonal, without the strengths. The one silver lining is that people love humor, and a talented Bard can leverage this reputation for future renown.
    Examples:
    -Previously accomplished adventurers who have recently become bunglers
    -People who are believed to owe their success to someone else

Oppressive
    You are perceived as a threat, and people have reason to fear that your actions will harm them. However, there is some element of trust as well - perhaps they know you can be treated with or assuaged, or perhaps they know it's in your interests to look out for them in some way.
    This is the best reputation if your primary goal is to coerce others through intimidation, and are powerful or crafty enough to avoid retaliation.
    Examples:
    -Tyrannical rulers
    -Most bandits and pirates
    -Enemy soldiers known to give quarter

Barbaric
    You are perceived as a threat, and people have reason to fear that your actions will harm them. They do not trust you, and they think you cannot be reliably placated in any way.
    This is the best reputation if your only social goal is to cause fear. It can be counterproductive if you actually want to coerce things out of people.
    Examples:
    -Adlet raiders in Skreti
    -Enemy soldiers known to take no prisoners
    -Murderhobos