All - Renown & Relationships

Last 3 Edits

12th Sept, 2016. Page created. Info mved from D&D page. Also added spheres of influence for Affiliation to kind of give a general size/area for where you need to be to roll dice.

Renown & Relationships

This rule-set combines the Icon Relationship idea of 13th Age and the Renown ideas in the 5E D&D Dungeonmaster's Guide.

Each PC begins with 3 Renown Points. The player has to choose whether to spread these out over different relationships/groups or put them all into one. As renown grows you gain Relationship Dice. It is these dice that determine when your affiliated group play a part in the game.


Renown is a concept from the 5E DMG p22. as you build up Renown, you become more 'known' by the group you are affiliated with and there is more of a chance they get involved in your PC's activities. At certain ranks/thresholds of Renown, you gain a Relationship Dice. (You may also gain titles and other privileges, but that is dependent upon the campaign).

Renown Relationship Dice
1 1
3 2
10 3
25 4
50 5

As you can see, it gets harder and harder to gain ranks with one group. Those with 50+ would be the leaders and most influential leaders in a large organisation for example.

Gaining Renown
(This is described in the 5E DMG p22). Basically, if you advance a group's interests that you have a positive relationship with, you gain 1 renown point with that group. If you hinder a group's interests with which you have a negative relationship, you gain 1 renown point with that group. For ambiguous relationships you might gain renown for advancing or hindering the group's interests. If your actions were specifically assigned by that group, or significantly hinder their interests, you gain 2 renown points.


(This is all fully explained in the 13th Age core rulebook, or here in the 13th Age SRD). You need to choose what type of relationship you have with your starting groups. Through the course of play you will develop other relationships and the nature of this relationship will be the direct result of how you interacted with the group in play.

There are two steps to determining a relationship.

The relationship depends not only on whether it is Positive, Conflicted or Negative, but on what type of affiliation the group is in the world: Heroic (or good), Ambiguous (Neutral) or Villainous (typically evil). Of course all of the below assume you are the heroes ;)

Heroic Relationships

As far as this group is concerned, you are one of the good guys, a white-hat hero. Authorities often help you and civilians trust you. On the down side, you may be called on to serve representatives of the group even when you have other plans. You might also be a target of villainous groups and enemies of this group.
You're probably one of the good guys, but for some reason you're suspect to this group. Maybe you're a convict who has served his time, or a soldier who was too good and got drummed out of his legion. You have insider knowledge and allies who are in good with the group, but you also have rivals or even enemies within the group.
In the group's eyes, you're a dissident, opponent, rival or foe. You may have contacts or inside knowledge that you can use to your advantage, but some form of trouble waits for you wherever this heroic/good group has influence.

Ambiguous Relationships

Thanks to your relationship with this group, you are a hero to some, a villain to others, and possibly even a monster to a few. The enemies of your friends may turn out to be your friends and vice versa. Advantages and complications will come from all sides.
Your relationship with this group is complex, an uneven relationship with a group who's a hero to some and a villain to others. One way or another, you can find help or hostility anywhere this group has influence. You don't just live in interesting times - you create them.
Your enmity with this group makes you some enemies, but it also makes you some useful friends. You may be a dissenter, unwanted family member, or even a traitor in some way.

Villainous Relationships

You are able to gain secrets or secretive allies, but your connection to this group brings trouble from people associated with the heroic groups opposed to them. Be prepared to justify why you're not imprisoned, interrogated, or otherwise harassed by the heroic groups and their representatives whenever they encounter you. Or, for that matter, by the other PCs.
You mostly work against this group, but you're also connected to them in a way you can't deny. Your connection sometimes gives you special knowledge or contacts, but it also makes you suspect in the eyes of many right-minded would-be heroes.
You are a special foe of this group, perhaps b/c of your virtue or possibly for less happy motives. Your enmity wins you allies among right-thinking people, but some of the villainous group's forces are out to get you.

If you want to keep it simple, go with Positive relationships with Heroic (or Ambiguous) groups or Negative relationships with Villainous (or Ambiguous groups).

Affiliations / Groups

You can choose any size of group to have a relationship with. Even localised areas can be chosen. You only get to roll Relationship Dice when you are within your affiliation's 'sphere of influence'. Your background and class should give you a clue as to what groups to choose. Examples include: guilds, noble families, kingdoms, wide ranging organisations, knightly orders, religions, tribes, etc.

Affiliation / Group Sphere of Influence

1. Local
A small area such as a village, tiny forest, mountain valley or a localised organisation such as thieves guild or tribe. (Typically Realms of levels 1-5, if using our Realms Creation Charts).
2. Regional
A larger areas such as a small city, larger wood or swamp or a small grouping of tribes. This could also simply be a small area as above and all surrounding small areas. (Typically Realms of levels 6-10. Or levels 1-5 inc all other surrounding realms of levels 1-5).
3. National
Has influence right across the current kingdom, or large geographical area. (Realms levels 10-15).
4. Continental
Influence spans continent, an empire or a kingdom and all surrounding kingdoms of similar level. (Realms levels 16-18).
5. Worldly
Influence can be seen across the setting. Planar factions, and powerful empire or even great religions might have this sort of influence. (Realms levels up to 20).

Relationship Dice

For each relationship dice you have, you roll a d10 at the beginning of a gaming session. The GM decides which groups you get to roll for. If you have 1 Relationship Dice with the village of Homenest for example, the GM will only get you to roll this if you are in or near the village. Whereas, if your dice are with a deity or religion, then you may get to roll them no matter where you are.

Results of Relationship Dice

d10 Outcome
10 You get some meaningful advantage from the relationship.
9 You gain some advantage as above, but there is a complication. Help might be more temporary, or involve a stronger obligation, or you may attract unwanted attention whilst gaining the help.
2-8 No significant involvement of your affiliated group this session (unless of course the GM already has other plans. ;))
1 (Optional). You suffer some disadvantage from having this relationship.

Note that it is not just the GM's job to include this outcome. By rolling these at the start of a gaming session and knowing they are possible, a player may instigate things through role-playing their PC to try and create plausible reasons for the affiliation to get involved. A GM should 'try' to get through as many of these as possible a session, but they are not guaranteed to occur. Sometimes there are just too many, sometimes the PCs may simply be in a place too hard to include some relationships, etc. This is not an obligation, but an incentive and a chance for a PC's background and affiliations to come into play.

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