The Freemen
Bloodwave Bay is home to a wretched multitude of scum and villainy. Some however try to make some order of the chaos. Copper Cove, the unofficial capital of Bloodwave Bay, seeks to serve this purpose by at least attempting to combine all of the free folk of the sea into a pact of mutual protection under the name of "The Freemen". This ragtag binding simply ensures that should all be threatened, all shall respond. It is unclear how steadfast these binding words and signed papers will be. But as of yet, the words have not been tested. You joined the Freemen for whatever reason suits you, just be sure to come when you are called upon. Especially when Kaheeli is involved.
Aura of Fear. At the start of your first turn in a combat, you can choose to activate this aura. Creatures within 20 feet of the bearer of the mark must make a DC 16 Wisdom saving throw or be frightened for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the player's Frightful Presence for the next 24 hours. You must finish a long rest before you can use this ability again. Burning Man A Freemen that takes this mark gains vulnerability to fire damage and can never gain resistance or immunity to fire damage. This also negates spells that would redirect or prevent fire damage. In exchange, The Freemen increases the die size of fire damage they deal by 1 step. This includes weapon damage dice that deal fire damage.
Starter
Freemen Cloak - Cloak - This cloak provides not only a convenient method to display one's own sigil, but it also is infused with the freedom of the sea—you gain advantage on any saving throw that would impede your movement. Cartographer's Tools, Navigator's Tools, 50 feet of silk rope, a set of common clothes, and a belt pouch containing 10gp Proficiency in Waterborne Vehicles Improved Starting Equipment - Choose three from the following item sets to start with: x2 Bandoliers, x3 Potions of Healing, Pole of Collapsing, Antitoxin, 2 empty vials, Bullseye Lantern, Smokestick, Net, Hourglass.General
Attribute Cap Increase - +2 Dexterity; This boosts the maximum of an ability score but not the score itself. Tool Proficiencies - Cartographers Tools, Navigator's Tools Membership into the Freemen is marked by an amulet with an aquamarine, Kaheeli's favored stone and a hopeful ward against her wrath.Curse Marks
The sea possesses many secrets and only the hardest of people can handle the cost of those secrets. Once a mark is taken, it can never be removed. If The Freemen leaves the faction, they lose the benefit of the mark but retain the negative for the remainder of their lives. Should the character with this mark die, the mark is removed. Kaheeli’s Kiss A Freemen that takes this mark, receives only half the normal healing they would receive, but they deal an additional 4 damage on any weapon damage roll they would make. The White Terror A Freemen that takes this mark, gains a fearsome aura. However they are treated as if they are a fiend for the purposes of paladin smites and other effects.Aura of Fear. At the start of your first turn in a combat, you can choose to activate this aura. Creatures within 20 feet of the bearer of the mark must make a DC 16 Wisdom saving throw or be frightened for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the player's Frightful Presence for the next 24 hours. You must finish a long rest before you can use this ability again. Burning Man A Freemen that takes this mark gains vulnerability to fire damage and can never gain resistance or immunity to fire damage. This also negates spells that would redirect or prevent fire damage. In exchange, The Freemen increases the die size of fire damage they deal by 1 step. This includes weapon damage dice that deal fire damage.
Shanties
When Freemen work together anything is possible and many have underestimated the spirit of the salty veterans. A shanty can only be activated with at least two Freemen present. Each additional Freemen increases the effects of such an ability. X in these abilities is represented by the number of Freemen. While performing a shanty, the participants cannot do anything else other than spend actions on the shanty, take a bonus action, or move. Once one shanty is performed, that shanty cannot be performed again until a short or long rest is completed. Freemen who are also Bards count as two in these calculations. Leave Her Johnny This shanty takes 1 round to complete. When it is completed all allies within 60 feet are healed by Xd10. Whiskey in the Jar This shanty takes 1 round to complete. When completed, all allies within 60 feet can immediately move up to 10 feet * X . This movement does not provoke attacks of opportunity and can cause a paralyzed or stunned ally to move. The Cruel Wars This shanty takes 10 minutes to perform. When completed, all allies within 60 feet gain a +2 to damage against humanoid enemies. This lasts for 10 minutes.Bardic Shanties
These are special sea shanties that can only be started by bards within The Freemen, afterwards members of The Freemen and those who possess the pirate subclass may join in. Unlike other shanties, you only require 1 Freemen to start this shanty. Northwest Passage This shanty takes 1 round to complete. When completed,all enemies within 60 feet of a creature that sang the shanty and heard the shanty are affected by the Calm Emotions Spell for 1 minute, The DC for this shanties is equal to 12 + X. The Flying Dutchman This shanty takes 1 round to complete. When completed, all enemies within 60 feet of a creature that sang the shanty and heard the shanty must make a Wisdom saving throw or gain the frightened condition. The source being any creature that participated in the shanty. The DC for this saving throw is 14 + X. While frightened by this shanty, a creature must take the Dash action and move away from you via the safest available route on each of its turns—unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. After 1 minute the frightened condition ends. Captain ____ This shanty takes 1 minute to complete. Whenever an ally that heard the shanty sung for the full duration rolls Bardic Inspiration, they add X to the result.Gifts of the Mountain-Born
As repayment for the generous gift of viakin longships to the Kingdom of Krazax, the dwarves have reinforced the forges of the bay—making them more efficient. All magical item crafting requests made from predominantly metal, stone, or gemstones have their crafting cost reduced by 20%. If a dwarven special crafter is used, the crafting cost reduction is increased to 40%. This is considered a faction forge upgrade, and cannot be utilized with special crafters who cannot use faction forges. Only members of The Freemen can benefit from this upgrade.Loyalty Benefits
Loyalty 1 Kaheeli's Chosen The Freemen have become the Chosen of Kaheeli and as such are imbued with a fraction of her power. They may choose from one of four benefits, once chosen it cannot be changed.- The Waves Give Way - Gain a swim speed of 40 feet if you do not have one that is equal or greater. If you already have a swim speed that is equal or greater to 40 feet, you gain an additional 10 feet to the amount you already have
- A Woman's Scorn - Increase all Thunder and Lightning damage dealt by 1d6. If an effect deals both Thunder and Lightning damage, increase both damage types by 1d6. This effect can only occur once per source and once per turn.
- Old Salt - Resistance to Thunder and Lightning damage.
- Stormcaller - (Cleric of Kaheeli only) - Gain the Duelist fighting style and deal an additional 2 Lightning damage whenever you deal damage with a weapon benefiting from this fighting style. Add Call Lightning and Lightning Bolt to the Cleric spell list you can prepare and cast. You learn the Lightning Lure cantrip.
Tenets
- Answer the call if Bloodwave Bay should be threatened.
- Rise up against an oppressive authority.
- Never work for free.
- Everyone gets their fair share of treasure, as long as they helped to earn it.
VINPC
The Freemen have no de facto leader since the disappearance of the Pirate King, Red Eyes Raymond. Therefore, the Chapter Master can call upon the other pirate captains to meet and discuss issues, but the Chapter Master must have earned their respect and it will take quite a few deeds before they will give them the time of day.Ranks
Chapter Master - Captain Quartermaster - Mate Ambassador - Mate Member - Swab / Bilgerats / Sailor / Pirate / Other obscenitiesExit
When leaving The Freemen, you sacrifice all loyalty benefits, and you must return your aquamarine pendant—your mark of membership.Additional Benefits:
Improved Political Standing: Bloodwave Bay Faction members earn an additional 10% gold from mission rewards based in Bloodwave Bay.---
Improved Political Standing: Krazax Faction members earn an additional 10% gold from mission rewards based in Krazax.---
Faction Tool Empowerment: Brewer's Supplies +1 Brewer's Supplies are made available to the Faction. Any Faction member can use this kit, but it cannot be removed from the Bank; additionally, it does not count toward the number of total magic items in the Bank for the purpose of the magic item limit.---
Sangui Armory The Sangui from Ryne have offered a supply of their exotic weapons to the Freeman. A member is granted access to purchase weapons from the Sangui Armory.---
Naga Brewery The Naga from Ryne have offered a supply of their exotic potions and reagents to the Freeman. Members are granted access to purchase reagents from Shopping using a downtime day as described in Consumable Crafting. Members may also purchase from a limited supply of potions through their faction’s Medical Ward.List of Naga Potions
Brews: Brews are potions made within an alcohol. Brews always last 3 rounds and then give the poisoned status for 1 round. Clarity Brew
Legendary (8,000gp) Grants a +2 Intelligence for the duration. While under the effects of this elixir, you have advantage on concentration checks. Tranquil Brew
Legendary (8,000gp) Grants a +2 Wisdom for the duration. While under the effects of this elixir, you have advantage on concentration checks. Healer’s Brew
Rare (1,200gp) Grants a +3 to all healing effects received. Reverant Brew
Rare - 1,200gp Grants a +3 to physical damage rolls made with natural weapons.
Faction Loyalty Milestones Achieved
Show spoiler
90, Forward Base 4 - The Faction expands its influence to the corners of its country. You gain another outpost within the country that your Faction resides, the World Wanderers may choose another country to build this outpost in. This outpost increases the magical item storage capabilities of your faction bank by an additional 3. This outpost is not an RPable location, and can be destroyed through certain events.
120, Forward Base 5 - The Faction doubles down on securing its outposts, increasing security and supply to them. This increases the magical item storage capabilities of your faction bank by an additional 1. This outpost is not an RPable location, and can be destroyed through certain events. Design links pending.
124, Gold Income - The Faction earns 3500 gold every update stream. This gold is immediately stored in the faction bank. This overwrites the previous Gold Income Milestone.
130, Research Improvement - The Faction intensifies its researching capabilities. While the Faction has active research it will submit research days as if it were 2 players. These days cannot complete research. (replaces the previous research buff).
140, Improved Kennel - The faction expands its capacity to hold pets and mounts by opening an additional kennel. Each member can now house an additional five Tiny/Small creatures, three Medium creatures, or one Large creature.
150, Downtime - The faction itself gains downtime days as if it were 3 players, if 3 were awarded to the player base, the faction gets 9.These can only be used to progress agendas. (replace the previous downtime buff).
- 15, Downtime - The faction itself gains downtime days as if it were a player, if 3 were awarded to the player base, the faction gets 3. These can only be used to progress agendas. These days will be submitted after each update stream.
- 27, Gold Income - The faction earns 1000 gold every update stream. This gold is immediately stored in the Faction Bank.
- 30, Forward Base 1 - The Faction begins to expand. You gain an outpost within the country that your Faction resides, Dolten for the World Wanderers. This outpost increases the magical item storage capabilities of your faction bank by 1. This outpost is not an RPable location, and can be destroyed through certain events.
- 41, Armory - The faction opens its own armory, in which adventuring gear, proficiency tools, and non-magical and exotic simple and martial weapons, armors, and mount/pet barding can be purchased using downtime days, faction members buy these at 50% discount, players from other factions and factionless buy them at full price and 50% is directed to the faction coffers. When you RP the purchase with the Quartermaster of a faction with this milestone, you do not need to spend a downtime day on shopping. If you do not, you must spend a downtime day to do so. In both cases you will need to submit a trading log in the trading-log chat below is an example.
(at) Trading (at) Yourdiscordname Spending “Total Gold spent” at the (Faction name) Armory Items bought and at what prices (at)QMThen the QM simply Confirms by also putting in how much gold will be added to their Faction bank.
- 49, Forward Base 2 - The Faction continues its expansion. You gain another outpost within the country that your Faction resides. This outpost increases the magical item storage capabilities of your faction bank by an additional 2. This outpost is not an RPable location, and can be destroyed through certain events.
- 50, Research Improvement - The Faction intensifies its researching capabilities. While the Faction has active research it will submit research days as if it were a player. These days cannot complete research.
- 57, Downtime - The faction itself gains downtime days as if it were 2 players, if 3 were awarded to the player base, the faction gets 6.These can only be used to progress agendas. (replace the previous downtime buff).
- 66, Medical Ward - The faction opens a medical ward, in which medical supplies, healing potions and anti-toxins can be bought using downtime days, faction members buy these at 50% discount, players from other factions and factionless buy them at full price and 50% is directed to the faction coffers. The medical ward stocks 6 basic healing, 2 greater healing potions and 2 anti-toxins each update stream. The medical ward can only stock each item up to the amount of members in the faction. Non-members and Factionless must RP the purchase of these materials. If your Faction has access to the Naga Brewery, the medical ward also stocks 1 Clarity Brew, 1 Tranquil Brew, 3 Healer’s Brews, and 3 Reverant Brews each update stream. Faction members buy these at full price, players from other Factions and Factionless buy them at 150% of full price and the extra 50% is directed to the Faction coffers.
- 75, Forward Base 3 - The Faction expands deep into its country. You gain another outpost within the country that your Faction resides. This outpost increases the - magical item storage capabilities of your faction bank by an additional 3. This outpost is not an RPable location, and can be destroyed through certain events.
- 88, Gold Income - The faction earns 2500 gold every update stream. This gold is immediately stored in the Faction Bank. This overwrites the previous Gold Income milestone.
Comments