Mercenaries and Companies
Each week, two Companies are selected to undertake missions on behalf of their Benefactors. Players who are not members of those Companies, including permanent Mercenaries and members of Companies not selected for a mission, are recruited and divided equally to bolster a side's numbers for that night's game.
Mercenaries
[edit]When you first create a character in Tanyth they begin as a Mercenary. Mercenaries take part in weekly games alongside the Companies operating within the city.
Mercenaries earn the same standard rewards as all other players on their side:
- Victory: 2 Copper and 2 Personal Reputation.
- Defeat: 1 Copper and 1 Personal Reputation.
In certain high-stakes or story-driven missions, the losing side may receive reduced rewards or no rewards at all, depending on the outcome of the scenario.
Mercenaries do not normally receive any bonus rewards that may be granted to members of a victorious Company, such as rare items, additional treasure, special favours, or other unique rewards.
However, Mercenaries who build a strong personal reputation may gain access to additional benefits and opportunities, allowing them to compete with established Company members while maintaining their independence.
Personal Reputation
[edit]Personal Reputation is a measure of your character's achievements, influence, and standing within the Free City of Tanyth.
As you participate in missions, earn victories, and make a name for yourself, your Personal Reputation will grow. A higher reputation can unlock new opportunities, attract the attention of important individuals, and influence how others react to your character.
Personal Reputation also contributes to the strength of any Company you join, helping that Company secure better contracts and opportunities.
For Mercenaries, Personal Reputation is especially important. While Mercenaries do not normally receive the same bonus rewards as Company members, those who build a strong reputation can earn additional benefits and recognition, proving that an individual can become just as influential as an organised group.
| Reputation | Rank | Description |
|---|---|---|
| 0-9 | Nobody | You are unknown and untested. No one remembers your face or name. You exist in the background. |
| 10-19 | Seen | You have made a minor impression. A few people recognise you, but you are 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 have earned a modest reputation. Your reliability is spoken of in certain circles. Better jobs begin to appear. |
| 40-49 | Recognised | You are 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 have proven yourself. Allies rely on you, and enemies keep their distance. Your choices start influencing your Company's standing. |
| 70-79 | Esteemed | You have built a solid reputation. Doors open for you, and people listen when you speak. You are considered a serious player in the city. |
| 80-89 | Influential | You wield influence in more than just your own circles. Factions seek your favour. Your words and actions have lasting impact. |
| 90-99 | Renowned | You are 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. |
Reputation Rewards
[edit]While Mercenaries normally receive only the standard rewards for winning or losing a mission, those who consistently prove their worth can earn additional benefits through their Personal Reputation.
As your reputation grows, you may become eligible for bonus rewards, special opportunities, and increased recognition within Tanyth.
- 30+ Reputation - May occasionally receive minor bonus rewards such as extra coin, small favours, or minor trinkets.
- 50+ Reputation - Eligible to receive standard Company bonus rewards when on the winning side of a mission.
- 70+ Reputation - Considered an elite operative. May receive special story opportunities, recognition, or direct approaches from Companies and Benefactors.
- 100+ Reputation - Regarded as a legendary free agent. Receives full access to Company-level rewards and may be offered exclusive contracts or secret missions.
These rewards are only granted when the Mercenary is part of the winning side and are always subject to the needs of the story and the approval of game staff.
Reputation Loss
[edit]In Tanyth, reputation is everything. It defines your value, your opportunities, and your place within the city's ever-changing web of power.
Poor decisions, failed contracts, broken promises, betrayal, or other actions may result in a loss of Personal Reputation.
If a character's Personal Reputation is reduced to 0, they have fallen into obscurity. Their name carries little weight and they have lost the influence they once possessed.
If a character's Personal Reputation is ever reduced below 0, the character is considered permanently lost. Whether they fled the city in disgrace, were quietly eliminated by their enemies, or simply vanished without a trace, their story comes to an end.
This is treated as a permanent character death. The player loses:
- All XP associated with that character.
- All Copper, Treasures, and Items owned by that character.
- All Company memberships, influence, and standing.
A new character must then be created to continue playing.
Companies
[edit]A Company is more than a team. It is a group of characters united by a common purpose, story, culture, belief, goal, or ambition. Some Companies are military organisations, others are religious orders, trade guilds, criminal syndicates, explorer societies, or simply groups of like-minded adventurers.
Companies take contracts, build influence, earn reputation, and compete with one another for power within the city. As a Company grows in reputation, it gains access to better opportunities, more dangerous jobs, and greater rewards.
Many players choose to join a Company because it provides a shared story, long-term goals, and a group of allies to adventure alongside. Others remain Mercenaries and build their own reputation independently.
Joining a Company
[edit]After creating a character, players are free to join any Company willing to accept them.
Established Companies already operate within Tanyth and have their own reputations, cultures, goals, and histories. Joining a Company provides immediate access to a group of allies, shared objectives, and a place within the city's ongoing political and social landscape.
Some Companies are large and influential, while others are small groups attempting to make a name for themselves. Players are encouraged to spend time meeting different Companies before deciding which one best suits their character.
Remain a Mercenary
[edit]There is no requirement to join a Company.
Many characters spend part or all of their career operating as independent Mercenaries, building their own reputation and pursuing their own goals.
While Mercenaries miss out on some of the benefits available to Company members, they enjoy greater freedom and flexibility and may still become highly influential figures within Tanyth through their Personal Reputation alone.
Form Your Own Company
[edit]For those who wish to carve their own path, it is possible to establish a new Company within Tanyth.
Creating a Company allows a group of players to build their own identity, traditions, goals, and reputation from the ground up.
To create a new Company:
- At least 5 unique players must sign the Company Charter.
- The combined Personal Reputation of the founding members must total at least 40 Reputation.
- The Company must secure sponsorship from a Benefactor.
Without a Benefactor, a Company cannot accept contracts, earn Company Reputation, or participate in the city's power structure.
New Companies must submit the following information:
- Company Name
- Motto - A short phrase that captures your Company's identity, values, or attitude.
- Focus / Playstyle - The type of missions, activities, or gameplay your Company intends to pursue.
- Background - A brief history of how the Company was formed and why it exists.
- Perceived or Ideal Reputation - How your Company wants to be viewed by allies, rivals, and the people of Tanyth.
- Company Culture - Your Company's internal values, leadership style, expectations, and approach to teamwork.
- Traditions - Any unique customs, symbols, uniforms, rituals, initiation rites, or practices that define your Company.
- Signed Company Charter - A list of the founding 5 unique players of the Company.
- Ideal Recruits - The types of characters or players who would be a good fit for your Company's goals and culture.
Applications should be submitted to: info@kongaskreations.com.au
Once the application has been reviewed and the reputation requirements have been met, a Benefactor may choose to sponsor the Company. Only then will the Company be formally recognised within Tanyth.
Company Reputation
[edit]Company Reputation represents the influence, reliability, and standing of a Company within Tanyth.
As Companies complete contracts, achieve objectives, and build a name for themselves, their reputation grows. Higher reputation unlocks access to more prestigious contracts, greater rewards, and opportunities that would otherwise remain unavailable.
A strong reputation also grants leverage. Well-known Companies can negotiate better terms, attract skilled recruits, and earn the trust of powerful clients.
| Reputation | Rank | Description |
|---|---|---|
| 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 will get nothing but scraps, if that. |
| 100-199 | Noticed | You have stirred the waters. Locals may recognise 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 are climbing, and people are beginning to care where you step. |
| 300-399 | Respected | Your name carries weight in Tanyth. You are 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 do not just play the game, you define it. |
Reputation Calculation
[edit]A Company's total reputation is determined by combining:
- The Company's earned Company Reputation.
- The Personal Reputation of all current Company members.
Underdog Bonus
[edit]If a Company defeats another Company whose total Reputation is more than 100 points higher than their own, they receive an additional +10 Company Reputation.
This bonus rewards bold play, determination, and successful challenges against stronger opponents, allowing newer Companies an opportunity to climb the rankings more quickly.
Contacts and Benefactors
[edit]Companies survive by taking contracts offered by mysterious figures known only as Benefactors.
These jobs vary greatly in nature and may involve recovering relics, escorting important individuals, protecting valuable assets, uncovering secrets, eliminating threats, or pursuing other objectives important to the Benefactor.
Success brings wealth, influence, and reputation. Failure may damage a Company's standing and limit future opportunities.
Contracts
[edit]At the beginning of each season, the leaders of all active Companies are invited to review the available contracts.
Companies take turns selecting contracts from the current contract pool.
Some contracts may require a minimum Reputation before they can be accepted. Others may carry greater risks, but offer greater rewards.
Once contracts have been selected, the games for that round are scheduled and a roster is released detailing:
- Leading Companies.
- Game dates.
- Scenario information.
- Additional rules and maps.
Benefactors
[edit]Benefactors are the mysterious figures who fund, direct, and influence the Companies operating within Tanyth.
Few know their true identities. Some are believed to be merchant princes, criminal masterminds, disgraced nobles, foreign powers, secret societies, or influential political factions.
What matters is simple: Benefactors provide work, resources, and opportunities in exchange for results.
Without a Benefactor, a Company has no place within the city's contract system.