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Modified - February 28th, 2013

Effective - May 1st, 2013


Renown Guide
Originally by Phil Hyde
Published originally on the Camarilla Wiki
Published for use with the Minds Eye Society Forsaken Chronicle
Edited by Andrew Adams, Robert Archer, Russell Cohen, Art Deojay, J enny Gagne, J oseph McKeever, Guillaume Parent-
Ruest, J eremiah Desautels

Renown is a record; its a visual log of the acumen, actions, and story of a werewolf. Each brand has a
story to it. Each one is remembrance for some deed, some action, something that was a contribution to
this world. It is a measure of the worth of a Werewolf and also tells a litany of stories about the life that
Werewolf lived.

The accolade one gains from Renown comes from word of mouth - the very stories that your Renown tells
is what drives you forward. Much like Spirits grow in power through acting in accordance with what they
are and evolving from there. Werewolves are Half-Spirits, the gift of recognition by the brands recognized
by Luna and her Choir is recognition of their activity within the auspice of her Choir. Each Werewolf, by
virtue of this is therefore gaining further recognition, as renown is gained their Spiritual rank increases.

The Pure gain their renown in a similar, but very contrasting practice. They prove themselves worthy
amongst each other and the spirits they serve, the Choir of their Tribal or Pack Totem...sometimes even
Lodge Totems, but largely from their fellow werewolves judge the worthiness of that renown. It is scarred
into their flesh. Its Red from earning it through Fire and Blood...the way its mutilated onto the body. They
dont receive the blessings from spirits; they arrogantly carve it into themselves.


Renown in MES Play

One facet of role-playing in the MES is the "level playing field" for gaining experience points. As all
characters gain experience points according to the same set of rules wherever they are, we have a level
of trust that allows characters to travel from one game to another.

However, despite some very detailed descriptions regarding Renown (see W: tF p194) we don't have any
benchmarks between STs for what constitutes Renown "in the eyes of the Lunes" - it's left entirely up to
the ST. Left to their own devices, players may find themselves with glaring inconsistencies in the deeds
they've performed, and STs might end up glossing over what could be an important part of ''Forsaken''.

Storytelling the Rite of the Spirit Brand

Restrictions

The Rite of the Spirit Brand (W: tF p151-2) is more than just a rubber-stamp to grant a character a nifty
scar, a dot of Renown and a free Gift; it's an appraisal of a Forsakens conduct and deeds by a Choir of
Lunes, and as such should take a number of factors into account.

Sufficient Experience Points are not enough: The Uratha must have performed some deed that makes
them worthy of that extra dot.

You can't bullshit the Lunes: Between them, they know everything worth knowing about an Urathas
conduct. Every time a Forsaken does well, and every time a Forsaken screws up, the Lunes ''know''. They
won't necessarily be willing (or able) to pass any of this information on, but they know as much as any ST
does.

The Lunes can still refuse a perfectly performed rite: The Lunes (''i.e.'' the ST) have every right to make a
Rite of the Spirit Brand fail, even if the ritualist player passes every test to perform it. The Lunes are, in
effect, acting as the STs "impartial" judgment of whether the Forsakens deeds are worth it.
The Lunes have standards: Uratha who've recently gone against the base expectations of a Lunar Choir
should find their requests refused; a Forsaken claiming Glory for deeds in the past will still be refused if
she's acted like a coward in the last week. A well-performed Rite of Contrition (W: tF p155) might mitigate
or cancel this.

The Lunes are fickle: Or, to put it another way, "If the ST has doubts, fail the rite."
One last point on MES bureaucracy: Remember that the Rite involves the expenditure of experience
points; your character's local VST always has veto on it.

Storyteller Logistics

As Renown has an experience point cost, it is important to make sure your Local Storyteller is always in
the loop. They may require that you record it as part of your downtime - even though you did it at that
game. They may require a submission of the story behind the renown before they approve it. It is
suggested that each Storyteller, with their players, decide how you want that to be handled and then
make sure it is codified within the VSS.

The " Free" Gift

One of the attractions of Renown is the "free" Affinity Gift that comes with it; however, that Gift is
frequently taught by a Spirit other than the Lune brought forth by the Rite of the Spirit Brand. Usually the
Rite: Summon Gaffling is required for this, but even that's not a free ride; it must still be given appropriate
Chiminage for it to teach the Gift.

So what happens if nobody present can perform the appropriate summoning? Well, in that case the
Uratha (and probably their pack) will have to hunt down an appropriate Spirit and haggle with it. Until
they've managed that, the character has the Renown brand, but no extra Gift.

This may or may not work in your favor. Sometimes the gut reaction to purchase something has a long
term consequence. Waiting to see what you find as necessary may allow you to treat those free
purchases like much needed tools in the toolkit as opposed to that new toy.

General Rules of Renown

Characters don't spring out of nowhere; neither does Renown

Of course, most players aren't like this, but everybody knows at least a couple:
When a Forsaken character's initially created, it's inevitable that some players will pour buckets of
experience points into Renown at the expense of fleshing out the character that earned them. As an ST
it's your duty to keep characters in some way plausible to the setting; keep your eyes peeled for "Wise"
Ithaeur that only know three first-rank Rites, or Glory-drenched Cahalith with skills and attributes that
suggest they couldn't talk or fight their way out of a cardboard box. The Renown you earn should look like
you actually earned it.

Players should keep a Renown log
It is desirable for a player to keep a log of when their character gained Renown, and what they did to earn
it. It doesn't have to be much more than a sentence of description. They don't need to note down how
they acquired their first three ''gratis'' dots of Renown (or two, for Ghost Wolves). It just has to be enough
for the character to answer questions like ''"So why ''do'' you have that much Glory?"''

It helps with justification of actions, approvals, and helps over the long term to the health of the chronicle.

One tale, one dot

An Uratha character may only claim one dot of Renown for any one given act. For instance, if a pack
saves a group of Wolf-blooded by beating the hell out of a pack of Pure, each individual Forsaken may
choose to increase either their Purity or Glory for this act, but not both.

Prepare Renown in advance, and let players know they've qualified.

Although it's inevitable that some players will chase up their Forsaken VST with excuses to chalk up
Renown, it's good form to let them know they've achieved something. If you're writing up some plots in
advance, this means you, the ST, can preemptively dodge players trying to wheedle more Renown out of
you. You won't be able to keep track of everything, but it'll help
.
Examples

* Having defeated a particularly vicious and well-prepared nest of Beshilu, the ST mentions to the players
that this qualifies them for up to their third dot of Glory
.
* After successfully brokering a peace between two small feuding packs, the ST mentions to the player
involved that this qualifies them for their second dot of Honor.

Don't get wound up about overlap

Notable deeds don't have to be conveniently pigeonholed into one category of Renown. Expect deeds to
bleed over into multiple categories. One category will likely suit it best, but there's no need to be too fussy
over claims for the first couple of dots that aren't in their "ideal" Renown.

These guidelines are merel y guidelines.

If you think a player's pulled off something a little too easily or cockily - like an effortless Gift/Rite combo -
feel free to cut back on its Renown level. Conversely, don't be shy about cranking it up a notch if the
character's taken an unusual amount of risk, resources or time over the task. And remember, the list that
follows is far from complete and is meant as the jumping off point. If your players don't come up with stuff
that's not on here, something's not right.

Rough Guidelines to Levels

1st Dot: Keeping your nose clean.

Barring sheer stupidity or recalcitrance, the first dot of any Renown should be almost trivial for a character
to achieve after a few months; Service to a pack, not treading on the wrong toes, doing your Auspice's
job, not breaking the Oath of the Moon, and so forth. Look at the Base Expectations under each category,
and be sure to abide by those rules.

2nd Dot: In the line of duty.

A character should be able to pick up the second level of Renown for putting a serious effort in, or service
over time. It doesn't need to have taken a spectacular amount of risk, but it does need the Uratha to have
seriously gone out of their way.

3rd Dot: Tales of note.

This level of recognition is for Uratha who've put their neck on the block, or put in work that's taken
months to complete. If the second level of Renown counts as an Uratha "Employee of the Month," then
this is "Employee of the Year."

4th Dot: Heroics

Risky and potentially suicidal stuff starts here; you could get Rank 3 Renown with sheer courage or
commitment, but if it took ability and smarts, it belongs here.

5th Dot: The stuff of legend.

If you tell newbies about this and their jaw drops or they don't believe you, it might well qualify for this.
This is the stuff that heroes get to pull off maybe once in their lives.

Guidelines by Renown Category

Cunning

Base Expectations

Keep the People hidden from the Herd. Don't blunder into danger. Be flexible; don't be a slave to the rules
when the rules don't work. Don't be gullible; stay skeptical of your enemies' words. Cunning is a measure
of an Urathas knack for accomplishing an important task with subtle grace. To those who understand the
principles of Cunning, they know that some things are on a need to know basis and most of the time
others don`t need to know. Maintaining the tenants of "the Herd must not know" is a prime example, but
isn`t the only one. It doesn't matter for whom the act benefits. It could be personal, for the pack, tribe,
lodge or nearly anything else. Lies, misdirection, silence, assassinations, frame jobs and spying are all
techniques that would be wise to hone as one`s expected competence grows. Sometimes, the acts that
fulfill the virtues of Cunning could be interchangeable with another Renown type. This should not be a
huge surprise, but the full weight of the deed can only be applied to a single renown trait
.
Sins against Cunning.

The main problem with Cunning is that when it backfires, it can become a rather nasty affair. Not every
plan is going to go smoothly, even the Lunes know this, but there are some things that can be anticipated.
If you get caught by a wise elder or an equally crafty Uratha, then there isn't much shame in failing. it`s
still not good, but "what did you expect`? Then....there is behaving like a sticky fingered thumb-less oaf.


* Blundering into an easily-avoided trap.
* Accidentally letting the Herd know about the Uratha, or leaving blatant clues for them to find.
* Falling for a ruse when you really should know better.
* Dogmatically sticking to a strategy or technique that's obviously not working.
* Causing a delicate plan to backfire by talking about it to the wrong people. (We are assuming that the
intention was not deliberate sabotage, just the Uratha being an idiot)
* Constant stealing or lying to or upon ones own pack to the extent that they become endangered.
Obviously, being caught is an important factor in which it leads to a worst case scenario.
* Leaving blatant clues behind from a caper that lead enemies to be able to ambush your pack/tribe/allies.
(there is no "harm" in being outwitted by a well skilled opponent, but if they are relatively oblivious on a
normal basis and still manage to find you....)

In Lieu of Other Renown

Any act that qualifies for any other Renown, but which was performed without the knowledge of anyone
but your accomplices (and the Lunes) may be claimed as Cunning.

* Planting false leads that lead two feuding packs to unite in the face of a greater threat.
* Tricking a traitor into revealing themselves, without tipping your hand.
* Quietly eliminating a threat to the People without anyone noticing that the threat existed.
* Misdirecting a rival pack to such a degree that both sides join forces to defeat a mutual threat, even if
the other pack originally believed otherwise.
* Sneaking into an enemy's stronghold and killing their rather powerful leader, before they can do
anything to stop you.
* Your innate curiosity and willingness to go where you probably shouldn't pay off and you discover some
bit of valuable information that can be of benefit.
* Finding out about a massive chunk of evidence from the People getting sloppy or about to be exposed
and erasing every bit of information.

Human Identity

''Note: Having a human identity involves being known by the usual agencies of the Herd - social security,
driver's license, bank accounts, a stable address and even a regular job. A character doesn't qualify for
this type of Cunning if they live in a rural or wilderness area, if they deliberately ignore the human world,
or treat the Herd as an annoyance.''

Maintaining a human identity for a month without alerting the Herd: 1 Cunning Renown.
Maintaining a human identity for a year without alerting the Herd: 2 Cunning Renown.
Maintaining a high-profile human identity (for example, with hefty amounts of Allies, Status, Contacts or
even Fame) for a year without alerting the Herd: 3 Cunning Renown.

Concealment

Hiding a Locus in plain sight of the Herd for three moons without incident: 2 Cunning Renown.
Deflecting the investigations of well-prepared human 'hunters' from your Pack: 1 Cunning Renown.
Permanently deflecting the investigations of well-prepared human 'hunters' from local Uratha: 2 Cunning
Renown.
Permanently deflecting the investigations of well-prepared human 'hunters' from the People, generally: 3
Cunning Renown.

Reconnaissance & Stealth.

Sneaking through territory held by antagonistic Uratha on foot without being discovered: 1 Cunning
Renown.
Sneaking through territory held by very dangerous Spirits in the ''Hisil'' without being discovered: 1
Cunning Renown.
Sneaking through territory held by the Pure or Bale Hounds on foot without being discovered: 2 Cunning
Renown.


Modifiers:

The territory is vast (An entire city, county, the Peak District): +1 Cunning Renown.
You weren't just passing through; you lived there for over a month: +1 Cunning Renown.
You did it by masquerading as one of their own: +1 Cunning Renown.
...and they checked you for credentials, but were still fooled: +1 Cunning Renown.
...and you brought back strategic information to the Uratha: +1 Cunning Renown.

Theft

Stealing an item or evidence important to the Uratha:
From an unsuspecting human: 0 Cunning Renown.
From other Forsaken: 0 Cunning Renown.
From the Pure: 1 Cunning Renown.
From the other supernatural creatures (the Hosts, Mages, powerful spirits): 2 Cunning Renown.

Modifiers

Theft is from a well-guarded location (''e.g.'' museum, bank vault, or fortress): +1 Cunning Renown.
Theft is from a supernaturally-guarded location (''e.g.'' Locus held by the Pure, Azlu nest, Mage's
Sanctum): +1 Cunning Renown.
Theft by entirely social or verbal means (''e.g.'' confidence trickery, impersonation): +1 Cunning Renown.
The object stolen is a living person, or large and immobile: +1 Cunning Renown.
Apart from you and your accomplices (and the Lunes, obviously), nobody has a clue who to blame, or
how it happened: +1 Cunning Renown.
They knew ''you'' were coming for it: +1 Cunning Renown.
Theft is entirely for personal gain or amusement: -2 Cunning Renown.
Theft helps the local Uratha, but not directly (such as stealing money to improve your Territory): -1
Cunning Renown.

Assassination

Renown is as per ''Theft'' above, except:
* The +1 modifier for the subject being a living being never applies.
* The assassin(s) may not claim Cunning Renown if they're rumbled (although they may still claim Glory
for a sufficiently worthy foe).
* Instead of the above, a successfully stealthy assassin may claim Cunning Renown equal to the Glory
Renown they would have otherwise received for their quarry.

Glory

Base Expectations

Fear not death. Remember the past glories, and learn from them. Fight the battles that need to be fought,
not the ones that don't matter.

Sins Against Glory

* Cowardice in the face of the Enemy.
* Disrespect for and ignorance of the glorious deeds of your predecessors.
* Picking fights with those far weaker than yourself.
* Claiming the deeds of others as your own.

In Lieu of Other Renown

Any act that qualifies for another category of Renown, but which clearly put you in harm's way may be
claimed as Glory, For example:

* Assassinating someone who puts up a good fight.
* Participating in a challenge that involves a chance of injury or death.
* Evicting well-matched Pure or Spirits from their territories by force.
* Surviving a potentially lethal curse whilst in the pursuit of knowledge.

Survi val

Surviving incapacitation* by Lethal wounds: 1 Glory Renown.
Surviving incapacitation* by Aggravated wounds: 2 Glory Renown.

*Werewolves can and do fall unconscious, incapacitation can easily just be that, or something else at ST
discretion.

Vanquishing Your Foes

Defeating the following as part of your pack:
A Spirit-Urged, ''Shartha''-possessed or Ridden human; a reasonably combative human: 0 Glory Renown.
Lesser Gaffling: a Spirit-Claimed human; a fully transformed hybrid ''Shartha'': 1 Glory Renown.
Winning a fight against an equally skilled opponent: 1 Glory Renown
Receiving an aggravated wound without death raging: 1 Glory Renown
Greater Gaffling: 2 Glory Renown.
Winning a fight against an obviously superior opponent: 2 Glory Renown
Defeating a Gaffling as part of your pack: 2 Glory Renown
Lesser J aggling: 3 Glory Renown.
Evicting well matched Pure or Hostile spirits from their territory by force: 3 Glory Renown
Taking down a J aggling with your pack: 3 Glory Renown
Greater J aggling; Ghost Child; a pack of the Pure: 4 Glory Renown.
You surf a Tsunami during a hurricane - or similar feat: 4 Glory Renown
Reclaiming a powerful loci lost to a horde of Azlu: 4 Glory Renown
Fought in a conflict where you and your allies were outnumbered with the enemy utilizing every weakness
possible - and winning: 4 Glory Renown
Idigam several packs of the Pure: 5 Glory Renown.
You and your pack and local allies took down or routed an Idigam without outside aid.: 5 Glory Renown
You are over 120 years old: 5 Glory Renown
You Sky dived off the side of a mountain without a parachute or the ability to fly or slow your descent.: 5
Glory Renown

Modifiers

...and it was an unusually nasty one, at that: +1 Glory Renown.
...and it was using its (comparably nasty) minions as protection: +1 Glory Renown.
...and you were outnumbered by at least three to one: +1 Glory Renown.
...and they were armed with silver: +1 Glory Renown.
...and you took time to dedicate this fight to your Pack, Tribe, Totem or some other worthy: +1 Glory
Renown.
...but actually, you were by yourself at the time: +1 Glory Renown.

Honor

Base Expectations

Say what you mean, and mean what you say. Do as you said you would. Face up to your mistakes and
admit your guilt. Honor your pacts and bans. Make sure the guilty are punished fairly. Negotiate with
spirits rather than binding, compelling or destroying them.

Sins Against Honor

* Outright lies to the People.
* Breaking your word or violating your Ban.
* Betraying those in your trust.
* Abuse of responsibility.

In Lieu of Other Renown

An act which qualifies for Other Renown which doesn't benefit you directly, and for which you ask for no
recompense or favor may be claimed as Honor Renown, For example:

* Helping another pack from well beyond your territory vanquish a particularly nasty foe.
* Selflessly taking a sniper's bullet for another Uratha.

Mediation

Finding a peaceful resolution to a dispute that has either come to blows between Uratha, or inevitably
would if someone hadn't stepped in: 1 Honor Renown.
...between packs: 2 Honor Renown.
...involving an entire Lodge: 3 Honor Renown.
...between entire Tribes: 4 Honor Renown.
...between the Pure and the Forsaken: 4 Honor Renown.
...between the Forsaken and a spirit of Incarna rank or above: 4 Honor Renown.

Modifiers

...and your faction clearly come out well ahead in the deal: +1 Honor Renown.

Challenges

Setting and/or adjudicating a formal challenge between two Uratha: 1 Honor Renown.
Participating in a just and non-trivial challenge, win or lose: 1 Honor Renown.

Modifiers

...with a devotion to tradition and formality that goes far beyond lip service: +1 Honor Renown.
...and the stakes of the challenge involve the Territory of at least three packs (''e.g.'' the lands of an entire
MES Domain): +1 Honor Renown.
...and the stakes of the challenge involve vast swathes of Territory (''e.g.'' an entire MES Region): +2
Honor Renown.

Diplomacy

You have been greeted as a friend in the territories of at least three other existing packs: 2 Honor
Renown.
...actually, make that seven packs: 3 Honor Renown.
...actually, make that your entire Region: 4 Honor Renown.
...actually, make that every single Pack in your National Chronicle: 5 Honor Renown.

Modifiers

...and being given the right to pass unchallenged by those packs: +1 Honor Renown.

Duty

Carrying out a month's sentry duty for a superior pack or Uratha: 1 Honor Renown.
...and had to fight: 2 Honor Renown.

Investigation

Finding a serious, but insidious threat to the Forsaken: 2 Honor Renown.
Finding a deadly traitor in the midst of the Forsaken, such as a spy for the Pure or Bale Hounds: 3 Honor
Renown.

Modifiers

...and this leads you to an even more dangerous threat, or better information about enemies of the
People: +1 Honor Renown.
...but nobody exacts punishment or retribution upon them: -1 Honor Renown.

Territory

Your pack holds a reasonable amount of territory, constantly, for a year: 1 Honor Renown.
...and there's at least one Locus in it: 2 Honor Renown.
...and it has at least two more Loci after the first: 3 Honor Renown.

Modifiers

...and at least one Locus is of regional significance (''i.e.'' level 4 or above): +1 Honor Renown.
...and your territory is on the front line of a war with enemies of the People: +1 Honor Renown.
...although actually you don't have a pack - you did it single-handed: +1 Honor Renown.
...but you've had to briefly retreat before reclaiming it: -1 Honor Renown.
...and you needed the help of other packs to keep it: -1 Honor Renown.

Purity

Base Expectations

You have a savage nature, but you should be expected to keep a lid on your Rage until it's needed. Abide
by the precepts of Harmony and the Oath of the Moon.

Sins Against Purity

* Killing another werewolf.
* Blatantly denying your Uratha nature.
* Disregarding the Oath of the Moon.

In Lieu of Other Renown

An act which qualifies for Other Renown, but has an outcome which in no way affects you or your pack
may be claimed as Purity Renown. For example:

* Mediating between two packs that don't live near or otherwise concern you.
* Adjudicating a challenge between two Uratha who you normally wouldn't interact with, and claim no
further favors from.

Conquest

Your pack claims significant Territory from hostile Spirits: 2 Purity Renown.
Your pack routs an entire pack of the Pure from their Territory: 3 Purity Renown.

Modifiers

...and you give it to another pack that are capable of holding it: +1 Purity Renown.

Ecology

Your pack's territory remains unspoiled countryside for a year: 2 Purity Renown.
...actually it's unspoiled, almost uninhabited wilderness: 3 Purity Renown.

Modifiers

Attempts were made to despoil it, but you stopped them: +1 Purity Renown.
...and your pack's territory is unusually vast: +1 Purity Renown.
...and you needed no other pack's assistance: +1 Purity Renown.

Harmony

Maintaining a Harmony of 7 for more than six months: 1 Purity Renown.
Maintaining a Harmony of 8 for more than six months: 2 Purity Renown.
Maintaining a Harmony of 9 for more than six months: 3 Purity Renown.
Maintaining a Harmony of 10 for more than six months: 4 Purity Renown.
Maintaining a Harmony of 10 for more than two years: 5 Purity Renown.

Hunts

Participating in the hunt for a sworn enemy of the Forsaken: 1 Purity Renown.
...that was composed of at least three packs: 2 Purity Renown.

Modifiers

...and you led it: +1 Purity Renown.
...and the hunt continued for at least three days without rest: +1 Purity Renown.
...and the hunt continued for at least a week (although you did stop to rest occasionally): +1 Purity
Renown.
...and ended over a hundred miles from where it started (on foot, all the way): +1 Purity Renown.
...and ended over a thousand miles from where it started (on foot, all the way): +1 Purity Renown.

The People

You personally performed the Rite of Initiation for three Uratha: 2 Purity Renown.
...ten: 3 Purity Renown.
...twenty: 4 Purity Renown.
...thirty: 5 Purity Renown.

Self-Restraint

Resisting Death Rage due to wounds: 1 Purity Renown.
Resisting Death Rage due to betrayal: 2 Purity Renown.
Resisting Death Rage due to betrayal of a pack mate: 3 Purity Renown.

Tur
Assisting in the creation of a new ''Tur'' that lasts for at least a year: 3 Purity Renown.
Guarding and maintaining a ''Tur'' for a year: 2 Purity Renown.

Modifiers

...which is used as neutral ground by several mutually hostile packs during that time: +1 Purity Renown.
...without its peace ever being violated by hostile packs: +1 Purity Renown.
...single-handed (''i.e.'' by one Uratha, without the help of a pack): +1 Purity Renown.

Your Pack

Being part of a Pack for at least three months: 1 Purity Renown.
...for at least a year: 2 Purity Renown.
...for at least two years: 3 Purity Renown

Wisdom

Base Expectations

Expect to keep learning, but don't take what you see for granted. Learn from your mistakes.

Sins Against Wisdom

* Blatantly failing to learn an obvious lesson.
* The willful destruction of Uratha lore.
* Harmfully misinforming others of the People.

In Lieu of Other Renown

An act which qualifies for Other Renown which allowed for you learn a great deal about either yourself,
others, or the world around you, or that is looked on as a level-headed and wise decision may be claimed
as Wisdom Renown. For example:

*During a massive fight with some nasty creatures that you and your pack survive from solely because
you discovered its weakness.

*After successfully tricking two groups of enemies into fighting you come to learn why those groups are
necessary for your survival.


Using Rites

Binding a dangerous or hostile Spirit: Rank of the Spirit bound.
Successfully performing the Rite of ''Drawing Down the Shadow'': 4 Wisdom Renown.
...and creating a Locus of significant power (level 4 or above): 5 Wisdom Renown.

Research

Uncovering the (previously unknown) Ban of a Spirit, and making good of that knowledge: Rank of the
Spirit researched.
Uncovering important ancient lore of the People: ST's call.

Sacred Places

Securing a Locus or Glade that was once lost or abandoned: 2 Wisdom Renown.
Discovering a previously unknown Locus or Glade: 2 Wisdom Renown.
Holding and maintaining a Locus such that it permanently increases in power: Renown equal to the new
level of the Locus, minus one.
Finding an undiscovered Glade, Wound or other similarly important place in the ''Hisil'': 2 Wisdom
Renown.
...and spreading that knowledge widely amongst the People: 3 Wisdom Renown.

Modifiers

...and the Locus you found is significantly powerful (level 4 or above): +1 Wisdom Renown.

Tuition

Passing vital strategic or historical knowledge to other packs for no reward: 2 Wisdom Renown.
Teaching Rites to others: Wisdom Renown equal to the Rite's Rank, minus one.
Doing nothing for three moons besides tutoring other Uratha: Wisdom Renown equal to the Rank of the
highest Rite passed on, or 3 Wisdom Renown if no Rites were taught.

Deeds Worthy of The Fifth Renown

J ust for point of comparison; these are examples from the above that would qualify a character for the
fifth dot of Renown.

Cunning

* A large nearby wilderness area is held by the Pure. You needed to know their movements and
locations, so you snuck into their lands and spied on them for a month. When they noticed you, you
managed to pass yourself off as one of them. You brought back good, reliable information.
* A nest of Azlu captured your Wolf-Blooded brother, and used him as the lure for a trap. Somehow you
walked in, dropped a decoy, and got out before they knew anything had happened.
* A large and well-organized human network was stalking and killing werewolves. You pulled off a
scheme that destroyed, disbanded and discredited the organization without them being aware that
werewolves were involved, and salted their records with enough misinformation to render further research
worthless.

Glory

* Your pack took down a Ghost Child with a penchant for throwing silver weaponry.
* Your pack routed one of the Idigam with no help from others.
* You took down a Lesser J aggling single-handed, despite it throwing its Gaffling minions at you.
* You surf a tsunami.
* You're over 120 years old.

Honor

* You brokered a truce with the Pure of a very large area, and the Forsaken came out better off than
before the events that led to it.
* A Pack of Pure had been captured by Forsaken and were about to be tortured or executed, but you had
a previous agreement with them; you stuck by your word and arranged for their release, even though they
may still treat you as enemies.

Purity

* Your pack claims an immense area of wilderness. You've managed to keep a lid on any additional
pollution or development for a year, on your own. And there have been some attempts, too.
* You've got a Harmony of 10, and you've held it for two years of play.
* You led a coalition of five packs to chase an Idigam off your lands; it took a week of constant harrying
and barely any sleep to drive the creature over a hundred miles to the sea.

Wisdom

* Learning a great deal of Rituals and Rites.
* Binding an Incarna.
* Discovering the (unknown) Ban of an Incarna and making good use of it.
* Creating a Locus of significant power level (4+).
* Discovering a completely new Host and becoming an expert on them.

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