
The Northern Star
Role Play of the Seas
Renown
The stories of a Merfolk's memorable accomplishments are told and re-told among Merfolk and their spirits. These stories are known as a Merfolk's Renown, and they correspond loosely to how much respect others in the Shifter Society owe the Merfolk. Going up in Rank requires a Garou to earn certain amounts of Renown.
Earning Renown
The earning of Renown is not a humble endeavor. Whenever a werewolf does something noteworthy or admirable, it's in their best interests to brag about it -- or to have someone else do it on their behalf. This role falls traditionally upon Merfolk of the Dimwater auspice. When a Dimwater tells the story of someone's worthy accomplishments, the spirits and the Nation take note.
The Rite of Accomplishment
The Rite will be performed traditionally by a Dimwater. They will use their different ways and means to open the circle for the ears of the spirits. Then once that has been estabilished you will perform your tale of deeds (one or many) for the ears of the Seas and the Spirits taking notice of your story. Every deed will help you gather Temporary Renown. When you have 10 points of either Valor, Harmony and Innovation, you may have this rite performed. Within our Chop channel you will roll with a Storyteller and must WIN your simple test with them to exchange the 10 points for 1 Perminant renown point. These are what are referred to below as totals. If you are concerned or confused you of course may discuss the rite with the Storyteller BEFORE the rite taking place. They will explain fully to you.
There are several other requirements around correctly performing a Rite of Accomplishment, such as the requirement that the ritualist be of higher Rank than the subject, and that you can only benefit from it once a month. Read the description of the rite for more details.
Renown Required for Rank
The rules about Rank give more details about going up in Rank, but for the sake of quick reference, the Renown requirements for each Rank appear here. The requirements differ by Auspice.
Rank and Renown
Brightwater
Rank (Title) Valor Harmony Innovation
1 (Surface) 2 * *
2 (Shallows) 4 2 1
3 (Open Sea) 7 4 2
4 (Cold Sea) 9 6 4
5 (Deeps) 10 8 5
Dimwater
Rank (Title) Valor Harmony Innovation
1 (Surface) * 2 *
2 (Shallows) 3 5 *
3 (Open Sea) 5 7 1
4 (Cold Sea) 7 9 2
5 (Deeps) 8 10 3
Darkwater
Rank (Title) Valor Harmony Innovation
1 (Surface) * * 2
2 (Shallows) 1 2 3
3 (Open Sea) 2 4 6
4 (Cold Sea) 3 6 8
5 (Deeps) 4 8 10
Renown Rewards:
Since Merfolk have unique Renown categories that differ considerably from those of the Garou or other Changing Breeds, the following lists provide suggestions for ways for Merfolk to acquire (or lose) each of the various types of Renown.
Valor Renown
Deeds of Valor
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Accepting a challenge when there is a possibility of losing.
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Keeping a promise even though it means facing great danger.
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Undertaking a difficult quest for a worthy breeding partner.
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Foregoing immediate revenge on an enemy in favor of a more just retribution.
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Showing absolute confidence and security in a crisis situation.
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Making a difficult decision.Seeking out and defeating a servant of Wyrm.
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Risking yourself to protect Sea.
Shamefully Non-Valorous Deeds
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Failing to accept a challenge because you might lose.
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Breaking a promise for any reason.
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Refusing to seek out a mating partner when the urge surfaces.
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Taking hasty revenge on an enemy.
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Losing courage and decisiveness in a crisis.
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Refusing to make a tough decision.
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Running from a servant of Wyrm.
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Doing anything to bring harm to Sea.
Harmony Renown
Ways of Harmony
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Hearing and obeying a request from Sea without question.
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Sparing a human when killing is not necessary or advisable.
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Interfering with a plan to pollute or corrupt Sea or its creatures.
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Stopping a group of fishermen.
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Respecting the territory of other creatures of Sea (such as other merfolk).
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Discouraging tourists in fragile environments of Sea.
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Protecting coral reefs from exploitation.
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Encouraging your slew to take an active part in protecting Sea.
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Saving a Shifters from human or Wyrm enemies.
Dissonantly Non-Harmonious Ways
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Ignoring a request from Sea.
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Killing humans on a whim.
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Failing to interfere with a scheme to harm Sea or its creatures.
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Allowing a group of fishermen, shark-finners or dolphin hunters to continue their actions without retribution.
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Trespassing on the territory of others.
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Allowing tourists to run rampant over Sea’s most fragile ecosystems.
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Failing to protect coral reefs from those who would destroy their delicate balance.
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Holding your slew back from taking part in the protection of Sea.
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Allowing a fellow Merfolk to fall to minions of Wyrm or human predators.
Innovation Renown
Innovative Ideas
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Discovering a new Gift or rite.
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Creating a new fetish or coming up with an idea for one.
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Discovering a heretofore forgotten sacred water.
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Exploring an unfamiliar portion of Umbra.
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Going ashore to stop a threat to Sea at its source.
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Learning something new that may benefit the Merfolk.
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Making a new and important ally for your slew or for your species.
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Finding a solution to a problem that does not necessarily involve combat.
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Acting as a mentor to a fledgling Merfolk to encourage her to “think” as well as act.
Decidedly Non-Innovative Ideas
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Refusing to attempt to discover new Gifts or rites.
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Turning down the chance to participate in the creation or invention of a new fetish.
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Refusing to look for new Sacred Waters.
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Failure to follow the urge to explore new places.
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Refusing to go ashore to prevent a threat to Sea from materializing.
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Failing to take advantage of available knowledge that could help the Merfolk.
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Making a powerful enemy of your slew or species.
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Never trying a solution that does not involve combat.
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Refusing to teach younger Merfolk to think for themselves.