Thursday, May 11, 2023

Marching from The Fallen Star; The Bleeding South

 Despite their criminal nature, the Bleeding South is a well-organized and efficient organization with a strict code of conduct and hierarchy. The guild's leaders, known as the Captains, are highly respected figures who command the loyalty and obedience of their crews. The Captains meet secretly to plan their next moves, exchange information, and discuss strategy.


The Bleeding South's activities are a constant thorn in the side of the local authorities, who cannot stamp out the guild's influence completely. The guild has spies and informants throughout the city, and its members are adept at blending in with the crowds and disappearing into the shadows when necessary. Despite the risk of arrest or worse, many young people in Villum are drawn to the glamour and excitement of the Bleeding South, eager to join the ranks of the city's most notorious pirates and smugglers.

The Bleeding South Thieves Guild 14

Black

Red

Organization

The Bleeding South is a shadowy network of cutthroats and smugglers that operate in the shadows of Villum's bustling port. The guild's members are a motley crew of humans, dwarves, half-elves, and even some of Garvfian descent, who live by their wits and blades. They specialize in piracy, smuggling, and other illicit activities, using the wealth and power they accumulate to further the interests of their Garvfian overlords.


Leaders

  • Ruler Edvard Trench (Invested)


Bleeding South Reavers have acquired Guard uniforms used by the Villum Watch. One of their favored grifts is to hire themselves out as moonlighting watchmen and then rob their patrons blind. Disguised Reavers can insert themselves into investigations.

Guild Resources

The Bleeding South is a Thieves guild;  players can ally with or make their mortal enemies. Building your reputation with The Bleeding South also accumulates reputation with the Garvofian Sultanate; every 2 Reputation points you accumulate for The Bleeding South grants you 1 RP with the Garvofian Sultanate. The Gamemastery Guide's optional Reputation system helps to power a living organization for West Marches campaigns. 

Guild Benefits

Organization benefits are companions, equipment, and feats that become available by building your reputation with the Bleeding South; 

Companions

Hirelings

Friends of the Bleeding South may request hired hands from captains of the Guild. They will commission hirelings to individuals with a liked reputation. These Companions are expected to be provided a weekly stipend depicted on the table and generally expect a share of the spoils from a successful mission.

Hireling

Traits

Level

Wage 

Bodyguard

Mercenary

1st

36 GP

Grave Robber

Criminal

1st

36 GP

Guard

Officer

1st

36 GP

Bandit

Criminal

2nd

63 GP

Ruffian

Criminal

2nd

63 GP

Charlatan

Criminal

3rd

108 GP

Mage for Hire

Mercenary

3rd

108 GP

Experts

Allies of the Bleeding South may request Experts from the captains of the Guild. They will commission hirelings to individuals with an Admired reputation. These Companions are expected to be provided a weekly stipend depicted on the table and generally expect a share of the spoils from a successful mission.


Expert

Traits

Level

Wage per Week

Bounty Hunter

Mercenary

4th

180 GP

Burglar

Criminal

4th

180 GP

Fence

Criminal

5th

300 GP

Monster Hunter

Mercenary

6th

450 GP

Assassin

Criminal

8th

800 GP

Boons of the Bleeding South

These Boons represent feats and equipment characters can spend favor on as they build a reputation with the Guild.


Boon

Prerequisite

Reputation

Traits

Level

Cost

Order Hirelings


Liked

Companion

1st

1 Favor

Uncommon Order Items


Liked

Equipment

1st

1 Favor

Uncommon Order Formulae


Admired

Formula

1st

2 Favor

Uncommon Order Spells


Admired

Spell Access

1st

2 Favor

Expert Companions


Admired

Companion

5th

3 Favor

Enemies of the Guild

The Guild will expend greater resources to go after enemies based on how much venom those adversaries have earned. Hated characters can expect up to Moderate encounters with Guild Patrols when they travel in thier territory.  Hunted characters can expect up to Extreme encounters with Guild bands when they travel near Dominion Island. The Bleeding South will pursue Hunted foes across the Great Sea with up to Severe encounters with Bleeding South Assassins.


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