The Syndicate

A shadowy organization notorious even among the pirates and cutthroats in the backstreets of Newforge, the Syndicate fills its own pockets through daring raids overland and at sea. The Syndicate brazenly and openly targets yards, small fleets, and even military supply trains. Land-based raids along the shores of the River have resulted in the capture of several shipments of armaments, explosives that the Syndicate has then sold on the black market for outrageous profits. Few know much about the Syndicate’s inner workings, but some in Newforge have some say over which contracts the organization accepts, and they use its battles to further their criminal empires. Syndicate loyalties are bought with gold coin and bound with promises of retribution. Anyone who hires their services in Newforge is likely to be employed by the Syndicate eventually. It pays well, and a full purse can buy almost anything—even a clear conscience.

Downtime: Captain’s Mark

You can take on work and assignments officially sanctioned by the Syndicate and its interests, and present your company with mercenary contracts and opportunities.

Additionally, you can choose to be affiliated with one of the High Captains of Newforge, all of whom are listed below. Each member that does so is affiliated with that High Captain and gains all the listed benefits. Company members do not need to choose the same High Captain.

High Captain KaneB Yurleh: King’s Favor. You have a contact who acts as your liaison with the Royal Navy. Your contact can supply you with information about the movements of the navy’s vessels and high-profile targets that the Council would like captured. Additionally, you gain proficiency in the Persuasion skill.

High Captain RelteV Kaernuw: Dark Dealings. You have your choice of a contact in a pirate crew or a privateer agent. Your contact can give you information about the movements of fleets and can alert you to opportunities to raid shipping lanes and coastal communities. Additionally, you gain proficiency in the Deception skill.

High Captain Hannisj Niordar: High Society. You have a connection with a noble who is also a member of a sept. Your contact can help you research occult matters and can provide you and your
companions with access to social functions involving other nobles. Additionally, you gain proficiency in the Arcana skill.

High Captain Nurgad Eilbridk: Enforcers. You have a contact in a trading empire who can give you
information about trade opportunities and ships that sail for rival guilds. Additionally, if you bring goods plundered from Newforge League ships back to a trade house, you can sell such items for double the normal amount.

Company Accomplishments

Your company’s prestige increases whenever you reinforce your dread reputation through acts such as the following:

  • Sinking a rival’s vessel
  • Coming out on top in a boarding action despite being outnumbered
  • Foiling a rival’s plans
  • Performing a service of great value for one of the High Captains
  • Plundering goods worth at least 1,000 gp in a single raid

Prerequisites

Any character can be a member of a Syndicate
company, but at least one member must be proficient with vehicles (water).

Tier 1 : Salty Dogs

At this tier, your company is just getting its feet wet as part of the Syndicate. The High Captains are aware of the company’s existence but won’t go out of their way to provide you with high-paying contracts, so you are left largely on your own to find work.

Benefits

Contracts. Members of your company can hit the streets to gather information about potential contracts for the High Captains. Collecting information can involve numerous approaches, such as buying drinks in a local tavern, talking with a ship’s crew to learn about new prospects, or scouting nearby communities that might need protection. Gathering information about a possible contract is a
downtime activity. Depending on your territory and the availability of contracts, most requiring at least 1d4 days. Each day expended looking for a job requires 1d4 gp spent buying drinks, chasing leads, and purchasing information.

At this tier, the contracts usually involve minor jobs worth no more than 200 gp, but some contracts are instead paid in items and goods of equivalent value, such as military supplies or services.

Starter Vessel. Your company has a small keelboat crewed by three loyal but fairly unskilled sailors. These sailors handle the ship’s day-to-day operations but do not participate in combat. They use the commoner stat block. If the keelboat is lost or destroyed, you will need to purchase a replacement.

Tier 2 : Hands of the High Captains

At this tier, your company has become not only one of Syndicate’s key assets, but also the chief enforcers of the High Captains’ will. Its threatening reputation can inspire fellow Syndicate members to greatness while making its foes tremble with fear.

Benefits

Fearsome Reputations. Your company has earned a strong reputation in the mercenary and pirate worlds. The sight of your flag can inspire dread in your enemies and hope in your allies. You gain a +2 bonus on both Charisma (Intimidation) checks involving enemy forces and Charisma (Persuasion) checks involving friendly forces.

Premier Recruits. Top-level sailors seek out your company. You gain 2d4 hirelings with a challenge rating of 2 or lower.

Tier 3 : Syndicate Enforcers

Upon reaching this tier, your company is one of the foremost forces in the Syndicate. More talented sailors and fighters are drawn to the company, and the High Captains make it known that the black markets of pirate-friendly ports are welcome to do business with you.

Benefits

Better Recruits. More skilled sailors seek out your company in order to join up. You gain 1d4 hirelings with a challenge rating of 1 or lower.

Black Market Contacts. At this tier, your company makes contact with one of the more prestigious black markets in Newforge. Members of the company can buy aboveboard and contraband gear alike from the contact, including alchemical supplies, and weapons at a 10 percent discount.

Tier 4 : Lords of War

At this tier, your company is among the most respected mercenary companies in your kingdom. Lords, generals, and other prominent figures look to you for guidance in military matters. You and your fellow members are respected authorities on war, and your words hold considerable weight in the sell-sword community.

Benefits

Fearsome Reputations. Your company has earned a strong reputation in military circles. The sight of your banners on the horizon can inspire dread in your enemies and hope in your allies. You gain a +2 bonus on both Charisma (Intimidation) checks involving enemy forces and Charisma (Persuasion) checks involving friendly forces.

Superior Recruits. You gain your choice of 1d10 hirelings with a challenge rating of 2 or lower to act as privates and support staff or 1d4 hirelings with a challenge rating of 4 or lower to act as command staff.