Companies and Reputation
In Tanyth, reputation is the cornerstone of success and directly affects the quality of jobs a Company can secure. Clients such as crime lords, merchants, nobles, and political factions want their tasks completed quickly, cleanly, and discreetly. A strong reputation builds trust and lowers the risk for those hiring, making well-regarded Companies more likely to receive sensitive or high-value contracts.
Reputation also unlocks access to exclusive opportunities. High-stakes missions like assassinations, political manipulation, or artifact retrieval are only offered to those with a proven track record. In this way, reputation becomes the key to elite and dangerous work.
It also grants leverage. Respected Companies can negotiate better pay, more favorable terms, and working conditions that lesser-known groups cannot. They can walk away from poor offers, confident that more profitable ones will come. Reputation brings influence as well. Sometimes a name alone is enough to avoid conflict. Enemies back down, rivals yield, and doors open simply out of fear or respect.
Finally, a strong reputation draws in skilled recruits. Talented individuals are drawn to Companies with a respected name. Better people lead to better results, which builds even more reputation. This creates a cycle where the most trusted Companies rise to the top and become the first choice for high-paying, politically important, or dangerous assignments. In Tanyth, reputation is not just helpful. It is your greatest asset.
Losing Reputation
A Company in Tanyth can lose its reputation through a variety of missteps that damage trust, credibility, or influence. The most obvious way is by failing a mission. If a Company accepts a job and does not complete it, whether through poor planning, cowardice, or lack of skill, their reliability is questioned and word quickly spreads. Breaking a contract or betraying a client also leads to serious consequences. Clients want loyalty and consistency, and once that trust is broken, it is difficult to earn back.
Reputation can also suffer from unnecessary violence or causing collateral damage during a mission. If the job draws too much attention, harms innocent people, or results in political backlash, the Company becomes seen as reckless and dangerous to hire. Internal instability, such as infighting or betrayal among members, reflects weakness. Clients avoid Companies that seem divided or poorly led.
Engaging in double dealing, such as taking jobs from rival factions, leaking information, or betraying allies for quick profit, might bring in coin, but it leaves a lasting stain. Disloyalty is not easily forgotten in Tanyth. Public humiliation, such as being defeated or exposed in scandal, also weakens a Company's image. Even the appearance of weakness can turn potential clients or allies away.
Finally, if a Company talks a big game but cannot deliver, it quickly falls from favor. Overpromising and underperforming can destroy hard-earned respect. In a city where perception shapes opportunity, a Company’s reputation is both its greatest asset and its most fragile one. Once lost, it can take years to rebuild, if it can be salvaged at all.
Jobs and Reputation
Companies in Tanyth survive by taking contracts offered by unseen Benefactors, mysterious figures who may be merchant lords, shadowy cabals, disgraced nobles, or foreign powers working through intermediaries. These jobs are varied and often dangerous. One mission may call for retrieving a rare relic, while another involves silencing a troublesome informant, escorting an important figure through the city's perilous zones, or sabotaging a magical experiment deep within a hidden enclave. Success in these tasks brings payment, favors, and reputation. Failure, on the other hand, can stain a Company’s name, or erase it entirely.
Wealth in Tanyth is more than just coin. It can take the form of magical favors, secret knowledge, access to forbidden places, or influence over powerful individuals. Reputation becomes the key to earning such rewards. The higher a Company’s standing, the more dangerous and rewarding the jobs they are offered. But those who falter are quickly forgotten or marked as liabilities.
Benefactors and the Game Behind the Game
No one knows who truly pulls the strings. Contracts arrive sealed in wax, delivered by nameless runners. Payment is left in marked vaults, and further work follows only if the previous mission is a success. Asking too many questions is unwise and often fatal. Some say the Benefactors are disgraced nobles plotting a return to power, shadow cabals attempting to guide the city’s fate, foreign kingdoms seeking to expand their influence, or even the Veil itself. But speculation is dangerous. What matters is simple: they pay well, and in Tanyth, what other choice do you really have?
How Job Selection Works
At the start of each round, the heads of all active Companies will be called together to review the available missions. Each Company will take turns selecting a job from the current contract pool.
Some jobs will have a minimum reputation requirement, meaning only Companies of a certain standing may accept them.
Others may carry higher risks, with severe consequences for failure, but also the promise of greater rewards for success.
Once all jobs have been selected, the games for that round will be scheduled. A roster will be released listing which Companies are involved in each mission and on which week, the type of game to be played, and any additional details, maps or rules the players need to prepare.
This system ensures that success, reputation, and decision-making all play a role in shaping the opportunities and challenges each Company faces in the ever-evolving city of Tanyth.
Underdog Rule
If a Company defeats another Company that holds more than 100 reputation points above them, they are awarded an additional +10 Company Reputation as a bonus for the epic win.
This rule rewards bold strategy, clever play, and determination against the odds, giving lower-ranked Companies a real chance to rise through reputation alone.
Company Reputation
A Company's total reputation is calculated by adding the personal reputation points of all its members to the Company's own earned reputation points. This total determines the Company's standing in the city and is used to assess rank, influence, and eligibility for certain missions or rewards.
For example:
If a Company has 5 members with 10 personal reputation points each, and the Company itself has 40 Company Reputation, their total reputation score is 90 points.
This system ensures that both individual contributions and collective success matter, encouraging teamwork and long-term growth. It also means that if a Company loses a few members with high personal reputation, the Company's overall reputation still remains, though possibly in a diminished state. The legacy of a Company's past achievements continues to carry weight, even as its roster changes.
Company Reputation Scale
0–99: Unknown
Your Company is just another name scrawled on the registry. No one knows you, no one trusts you, and no one is watching. You’ll get nothing but scraps, if that.
100–199: Noticed
You’ve stirred the waters. Locals may recognize your Company’s name. Minor contracts trickle in. Some start to watch, unsure whether to be impressed or concerned.
200–299: Recognised
Your Company is starting to matter. Clients seek you out for work. Other Companies take note. You’re climbing, and people are beginning to care where you step.
300–399: Respected
Your name carries weight in Tanyth. You’re seen as dependable, skilled, and capable. Better contracts come your way, and rivals tread more carefully.
400–499: Feared or Admired
Your Company is a known power. Factions either court your loyalty or plan around your movements. You may receive access to special contracts, forbidden resources, or insider knowledge.
500–599: Influential
You have become a serious force in the city. Your choices ripple through political, criminal, and economic circles. The powerful know your name, and some fear it.
600–699: Elite
You are more than a Company. You are a symbol. Your banner represents control, legacy, and consequence. City leaders may consult you. Opponents may avoid you altogether.
700–799: Legendary
Your Company’s name is etched into the city’s history. Stories of your deeds circulate in every tavern and war room. You are a dominant force in Tanyth’s evolving narrative.
800–899: Mythic
Your reputation surpasses truth. What matters now is belief, your name inspires hope, fear, or awe. Whether praised or cursed, you shape the dreams and nightmares of the city.
900–999: Untouchable
You stand beyond challenge. You are protected by power, legacy, and fear. Only the most reckless dare to oppose you, and most do not live long enough to try again.
1000+: Icon
Your Company is legend. Not just a part of Tanyth, but woven into its identity. Your banner changes laws. Your enemies rewrite history to survive. You don’t just play the game, you define it.
Personal Reputation: What Is It and Why Does It Matter?
Personal reputation is more than just a number, it’s a reflection of your character’s achievements, influence, and standing in the world of Tanyth.
While your personal reputation helps your Company gain recognition and access to better contracts, it goes far beyond that. In longer-form games, your reputation becomes a key that can unlock closed doors, grant you access to restricted areas, and reveal secrets hidden from lesser-known individuals.
A high personal reputation means people know your name, trust your skills, and may even fear your presence. It can shape the story around you, attract powerful allies, or dangerous enemies, and open opportunities that remain hidden to those with no reputation at all.
Personal Reputation Chart
0–9: Nobody
You are unknown and untested. No one remembers your face or name. You exist in the background.
10–19: Seen
You’ve made a minor impression. A few people recognize you, but you're still just another face in the crowd.
20–29: Noticed
Your actions are beginning to draw attention. Small-time clients may reach out, and others start to remember your name.
30–39: Known
You’ve earned a modest reputation. Your reliability is spoken of in certain circles. Better jobs begin to appear.
40–49: Recognised
You're starting to matter. Factions acknowledge your presence, and rivals may start watching you more closely.
50–59: Respected
People take you seriously. Your name carries some weight, and you may be sought after for more delicate or dangerous work.
60–69: Trusted or Feared
You’ve proven yourself. Allies rely on you, and enemies keep their distance. Your choices start influencing your Company’s standing.
70–79: Esteemed
You’ve built a solid reputation. Doors open for you, and people listen when you speak. You’re considered a serious player in the city.
80–89: Influential
You wield influence in more than just your own circles. Factions seek your favor. Your words and actions have lasting impact.
90–99: Renowned
You’re well known across Tanyth. Tales of your deeds are told in taverns and council halls alike. You shape the story around you.
100+: Named
You are a figure of legend. Your name is etched into the city’s memory. People follow your lead, and your reputation precedes you wherever you go.
Permanent Mercenary Reputation Rewards
While mercenaries normally receive only the standard win or loss rewards, those who consistently prove their worth can earn additional benefits.
As a permanent mercenary, once your personal reputation reaches certain milestones, you become eligible for bonus rewards, similar to those given to members of winning Companies. These can include extra treasure, rare items, or special mission bonuses depending on the mission and your standing.
Reputation Milestones for Bonus Rewards:
30+ Reputation: May occasionally receive minor bonus rewards such as small favors, minor trinkets, or extra coin.
50+ Reputation: Eligible to receive standard Company bonus rewards when on the winning side.
70+ Reputation: Considered an elite operative; may be given recognition in-world, offered story opportunities, or approached by Companies or Benefactors.
100+ Reputation: Seen as a legendary free agent; receives full access to Company-level rewards and may be offered exclusive contracts or secret missions directly.
These bonuses are only granted when the mercenary is part of the winning side and do not apply retroactively. All rewards are subject to approval by game staff or mission runners based on the outcome and narrative context.
This system encourages long-term play and personal growth, even for those who choose not to join a Company.
Reputation Loss and Character Death
In Tanyth, reputation is everything. It defines your value, your opportunities, and your place in the city's ever-turning web of power.
If a player’s personal reputation is ever reduced to zero, their character is considered to have faded into obscurity, a shadow without standing, forgotten by allies and ignored by enemies. However, if a character’s reputation falls below zero, the consequences are far more severe.
A character with negative reputation is considered permanently lost. Whether they fled the city in disgrace, were quietly disposed of by their enemies, or simply disappeared into the alleys, no one ever returns to tell their story. Their name is erased, their legacy gone.
This is treated as a permanent character death (permakill). The player loses:
All XP associated with the character
All copper coins and treasures they possessed
All Company associations or influence
The player must then create a new character to continue playing.
This rule exists to reinforce the importance of reputation in the world of Wizards and Warlords. Actions have consequences, and in Tanyth, falling too far means there may be no way back. Choose your path wisely.