Renown

The system used by the Tempest Guild to track the exploits and loyalty of its members. Renown points can be earned at the end of quests, usually based on the difficulty of said quest (.5 - 3 Renown per mission). Renown does not carry over to new characters in the case of retirement or death. List of ranks can be found in #player-guide.

Nobody (0/80 Renown)
You're a nobody, not even yet considered a resident of Zephyr. You must camp outside, The Storm Hall and Guild are not open to you.

Freshface (2/80)
You've risked your life a time or two, having a base level trust within the town of Zephyr and are considered a resident. The Guildhall is open to you, as are some quests they offer. You will always have a simple bed, and stable available located in a simple barracks within the hall.

Regular (5/80)
You're a trusted regular of Zephyr. You gain access to go on DTAs that extend beyond the bounds of your new home, including free transit back and forth to the surface/destination. It is recommended you don't stray for too long, returning at least once a month. Additionally, you can purchase Rare items in the Heccentricities shop.

Additional Benefits

 * You're now allowed to perform the Seeking a Profession DTA to get a job, allowing you to receive payment once per irl week.

Apprentice (10/80)
The guild of Tempest has begun to recognize your deeds, and gives you a form of proper membership. You gain access to a dorm-room and roommate. Additionally, once per week (out of game), you may request a Death Ward be cast, targeting only you, upon leaving for a quest. The duration fo this Death Ward lasts until you arrive back from your mission.

Additional Benefits

 * Access to the #guild-dorms rp channel

Renowned (18/80)
Word of your name has spread throughout Zephyr, and even into the world. You gain the following benifts, you may now purchase property in the city, you gain a badge representing your rank within Tempest. This badge will aid you when getting into restricted areas, and serves as undeniable proof of identity. Additionally you may now reserve items from Heccentricities

Adept (25/80)
You’re considered an adept member of the guild and are put on the payroll. For every session/mission you complete you gain a bonus amount of gold equal to 5x your level. You also gain the following bonus feature:

Squad Leader you gain the ability to sacrifice your own renown gain to give lower ranked adventures a boost. At the start of a session only one player can declare they are using this feature. All characters one or more ranks below the Squad Leader gain an extra .5 renown. At the end of the session. The Squad Leader receives none. Renown gained in this way can exceed the 3 point cap per session.

Nimbus (35/80)
The mages/enchanters of Zephyr recognize you as competent, and capable of wielding greater power. You gain access to add the 4th slot on your runecraft weapons.

Cumulus (50/80)
The shop owners of Zephyr have dealt with you time and again, and trust anything they sell to you will be put to good use. All mundane items from the PHB are available at half the cost. Items purchased in this way cannot be sold, traded, or gifted.

Thunderhead (65/80)
There is not a person on Zephyr that has not heard of your exploits, and you have access to all the city’s shops and businesses have to offer. You gain access to the Special Selection in #heccentricities-shop. Items purchased from the Special Selection can not be sold, traded, or gifted in any way.

Stormborn (80/80)
After a long journey, you’ve made it. You’re the best of the best, S class member of the guild. As a reward for this, you’re given access to the guild archives, a locked and sealed room housing all the greatest secrets of the guild. You gain one feat of your choice after studying the archives, additionally, your name and the favor you carry is recognized universally within Azure. Once learned, you cannot use a respec to learn a different feat using this rank feature.