Wednesday, May 17, 2023

Marching From The Fallen Star; Free Guild


 Adapted From- The Star Tide

This faction is a good fit for parties that pursue adventure for its own sake without being tied to a particular organization or faction. Groups that don’t choose to side with any faction are, by default, members of the Free Guild.

The Free Guild, a worldwide network that caters to adventurers, provides a vital support system for those who seek glory, treasure, and new experiences. This faction understands adventurers' unique needs and desires, offering them a place to rest, resupply, and connect with like-minded individuals. While most Free Guild establishments take the form of taverns, inns, or provisioners, their presence extends beyond these traditional settings.

For adventurers who value freedom, the thrill of the unknown, and the camaraderie of like-minded souls, the Free Guild is an indispensable resource. It symbolizes a shared spirit of adventure, providing a place to rest, regroup, and form new alliances. Within its walls, the dreams of fortune and glory come alive, and every tale begins with a simple phrase: "Once upon a time, at a Free Guild inn..."

Recall Knowledge - (Society ) DC 25; Unspecific Lore DC 23; Specific Lore DC 20

Free Guild   Faction 20


RED

FACTION

KINGDOM

OPEN CHARTER



The Free Guild can be found in various locations worldwide, strategically positioned to serve as hubs for adventurers. Whether nestled within bustling cities, situated in remote frontier forts, or hidden in far-flung regions on the brink of danger, each Free Guild location offers a sanctuary for those in pursuit of the extraordinary. These establishments are typically run by ex-adventurers who have retired from the perilous life but still yearn to stay connected to the adventuring community.


Size 0 Infamy 0

Production Dice 1d4 Production 0

Control DC 0

Consumption 0 Unrest 0

Commodities Lumber 0/4, Luxuries 0/4, Ore 0/4, Stone 0/4

Government Thaumacracy

Heartland Ruins

Skills Folklore, Magic

Abilities Culture +1, Economy +1, Loyalty +3, Stability +3

Ruins Corruption 0/10, Crime 0/10, Decay 0/10, Strife 0/10


Leaders

  • Ruler (-)

  • Counselor Engineer (Scholarship)

  • General Morlock (Defense)

  • Emmisary Scavenger

  • Magister Cultist (Magic)

  • Treasurer Morlock

  • Viceroy Engineer

  • Warden Morlock


Kingdom Resources

Trade Agreements

Feats

Settlements -

Capital Freehold

Armies


Free Guild Commissions

Undertake daring quests: The Free Guild appreciates bold adventurers who take on challenging and exciting quests. By tackling dangerous missions, exploring uncharted territories, or facing formidable foes, the party can showcase their bravery and skill, earning the respect and admiration of the guild.


Aid fellow adventurers: The Free Guild places great importance on camaraderie and supporting fellow adventurers. The party can actively assist other adventurers in need, offering assistance, sharing resources or knowledge, or even forming alliances. By promoting a sense of unity and collaboration among adventurers, the party can gain favor with the guild.


Uncover hidden knowledge: The Free Guild values discovery and the pursuit of new frontiers. If the party uncovers ancient secrets, lost artifacts, or hidden realms, they can share their findings with the guild. By expanding the collective knowledge of adventurers, the party demonstrates their contribution to the exploration and understanding of the world, earning the guild's appreciation.


Protect the freedom of adventurers: The Free Guild champions personal freedom and opposes oppressive forces or restrictions on adventurers. If the party takes a stand against tyrannical rulers, oppressive organizations, or other threats to the free spirit of adventurers, they can gain the guild's support. By acting as defenders of liberty and advocates for the rights of adventurers, they earn favor with the guild.


Support the Free Guild's establishments: The party can patronize and support the Free Guild's establishments, such as taverns, inns, and shops. By frequenting these locations, recommending them to fellow adventurers, or even investing in their expansion or improvement, the party shows its commitment to the guild's cause. It can gain the favor of influential members.


Remember that the Free Guild values individuality, freedom, and a spirit of adventure. By embodying these principles and actively contributing to the well-being and success of the guild and its members, the party can earn the favor and support of the Free Guild.


Organization Benefits

A Free Guild establishment is more than just a place to rest one's head. It serves as a vibrant center of activity, where adventurers from all walks of life gather to share tales of valor, trade information on unexplored territories, and forge new alliances. Within the walls of a Free Guild, the air is filled with the excitement of upcoming quests, the clinking of tankards, and the laughter of kindred spirits. It is a haven where adventurers can find respite, camaraderie, and a sense of belonging.

The Free Guild offers a range of services tailored to the needs of adventurers. Comfortable accommodations await those seeking a good night's sleep after a long journey, with cozy rooms furnished with basic amenities and sturdy beds. The taverns and inns under the Free Guild banner serve hearty meals and fine drinks, providing sustenance to fuel the bodies and spirits of adventurers. Their provisions and supplies cater to the unique requirements of those venturing into unknown territories, offering essential gear, maps, and rations.

In addition to providing a welcoming space for adventurers, the Free Guild is a wellspring of information. It is a hub for the latest rumors, news, and job postings, informing adventurers about lucrative quests, dangerous monsters, or hidden treasures awaiting discovery. Knowledgeable staff and well-connected patrons contribute to the vibrant exchange of information, creating an invaluable network that spans continents and realms.

The Free Guild is renowned for its neutrality, transcending political boundaries and factional disputes. It welcomes adventurers from all affiliations and backgrounds, allowing them to set aside their differences and unite under the common purpose of exploration and adventure. This neutrality fosters an atmosphere of trust and cooperation, enabling adventurers to form diverse parties, share resources, and tackle challenges together.

Uncommon Guild Items

These Uncommon Items are available to the Guild.

Item

Traits

Level

Cost





Uncommon Guild Spells

The following uncommon spells are available to be taught to the Guild spellcasters

Spell

School

Traits

Level





Companions

Hirelings

Allies of the Guild may request hired hands from the cartel. captains 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.

Hireling

Traits

Level

Wage per Week

Bodyguard

Mercenary

1st

36 GP

Guard

Officer

1st

36 GP

Poacher

Forester

2nd

63 GP

Mage for Hire

Mercenary

3rd

108 GP

Tracker

Forester

3rd

108 GP

Experts

Allies of the Guild may request Experts from the faction. Captains 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

Monster Hunter

Mercenary

6th

450 GP

Hunter

Forester

7th

660 GP

Boons of the Guild

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

Boon

Prerequisite

Reputation

Traits

Level

Cost

Uncommon Order Items


Liked

Equipment

1st

1 Favor

Order Hirelings


Admired

Companion

1st

1 Favor

Uncommon Order Formulae


Admired

Formula

1st

2 Favor

Uncommon Order Spells


Admired

Spell Access

1st

2 Favor

Expert Companions


Revered

Companion

5th

3 Favor

What the Guild Knows:

On the edge of the known world, off the edge of the map, somewhere beyond a set of great pillars, an ancient order of the sky watchers are said to have built a temple. It's rumored that this same society built other temples, the ruins of which can still be found on distant islands in the Great Sea. An obsession links all with mapping the stars.

Enemies of the Guild

The Guild will expend greater resources to go after enemies based on how much venom those adversaries have earned. Disliked characters can expect up to Moderate encounters with Guild Patrols when they travel in faction territory.  Hated characters can expect up to Severe encounters with Guild Patrols when they travel in faction territory. The Guild will pursue Hunted foes across the frontier with up to Extreme encounters with Faction soldiers or bounty hunters.


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