Vice

Carve your name as a corsair king with tales of infamy
Sail for fame on the Crimson Shores with plunder from the sea
Blades and screams as we board their ships, terror in their eyes
All I need is a salty breeze, the horizon in my sights
— Vice Sea Shanty
 
In the Crimson Shores, piracy is the rule, and plunder fills the seas. Here, an influential group of pirate captains known as the Vice have been a thorn in the Krovian Empire's side as they pillage merchant ships leaving Azure Bay. The King of Krov, King Marivaldi Dominus III, would like nothing more than to end the plague of attacks and show leadership through strength. By his decree, a fleet of Krovian warships sail the Crimson Shores with orders to end the pirate threat.   To combat this danger and continue their pillaging ways, a Pirate Confederacy was established. The Vice allows all captains and crew who've made an infamous name for themselves admission. Their alliance is an uneasy one, but together, the Vice continue to prey on merchant vessels while coming to each other's aid when a Krovian Warship is spotted.

Pandaros, the Free City

In the Crimson Shores, a wild and chaotic harbor along Sea Devil’s Coast offers protection for the Vice away from Krov’s iron fist. The pirate capital Pandaros serves as a city where the spoils of raids and dungeon delves can be sold without oversight. Merchants looking to turn a fast profit and explorers ready to embark on perilous adventures make up much of the infamous city.   Here, the Tempest King and so-called “founder” of the Vice watches over the city, uncaring as long as he receives his cut. Unfortunately, his cut changes when he deems it fit, but the safety provided thanks to his control over the ocean, prevents any warship from coming within his gaze atop the ship sanctuary, Dreadnaught.

Unmatched Freedom

The life of members in the Vice is chaotic, perilous, and free of limitations. The wanderlust of exploration and joys of finding treasure far outweighs the threats of sea monsters, Krovian warships, and howling storms. Others seek refuge in the Vice, hiding from another's vengeance or the justice of a nation. The circumstances of crewmates do not concern most pirate captains, but each captain's freedom to run their ship how they deem fit is agreed upon by all.   Because of this freedom, there are no agreed-upon ranks besides captain and the Tempest King's ultimate authority. It is also expected that no captain will try to pass ideals onto another captain, regardless of the circumstances. However, slights between captains have happened and will inevitably happen again. When a slight occurs, captains are free to fight amongst themselves if they wish – as long as their actions do not harm other captains, accidental or otherwise.   Since its inception, the Tempest King has interfered only once in captain disagreements, resulting in both captain's deaths at sea. This act is seen as a result of circumstance for the Tempest King's prized artifact, the Cloudburst Trident, was stolen that afternoon in a grand heist. In his anger, a hurricane compounded overhead, inevitably destroying the ships during their combat.

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Founding Date
598
Type
Illicit, Pirate Crew

Vice Tenets

  • If anything is worth doing, it is worth doing it to excess.
  • If parley is requested it must be granted. If another breaks parley, death is the cost.
  • Alcohol is a divine gift by Al'Madoon. Never waste it.
  • Before leaving port, shares of the spoils must be agreed upon by all crew mates, willing or unwillingly.

The Tempest King

Aquenias, Alvaldi
Tempest King.jpg

Living Erenel Faction

Players in the Living Erenel D&D/MMO may join a player run Vice faction. Check the Living Erenel: Factions article for more information on Living Erenel and Factions.   Faction Leader: Hector
Quartermaster: Athan
Emissary: Calador
Members: Ebrel, GrauGott, Ithidriel"Idri" Lunaris, KorTac Ironhide
  Current Renown Level: 37
Faction Members: 7/13

NOT UNLOCKED Faction Ability: Rumrunner As an action, you drink a tankard of rum in one gulp. For the next minute, when a hostile creature moves, you can use your reaction to move up to half your movement speed. This movement does not provoke attacks of opportunity.   Once you use Rummrunner, you cannot use it again until you finish a long rest.
 

Starting Equipment

When joining the Vice Faction at level 1, the player receives the following benefits and equipment along with their classes starting equipment. A player may only join a faction if the Faction Status is Open or by recruitment from an Emissary.   Skill Proficiencies: Intimidation plus one of your choice.

Tool Proficiencies: One Artisan's Tool of your choice.

Language: One standard language of your choice. Languages listed in Living Erenel: Downtime.

Starting Equipment: Traveler's clothes, chosen artisan tool, silk rope (50ft), 1-slot satchel, pouch with 10 gold.

Attribute Cap Increase: Your choice of +2 ability cap increase to an ability of your choice. This +2 boosts the maximum of an ability score NOT the score itself. Cap increase is a boon only provided by joining the Vice at level one during character creation.

Faction Renown Table

Faction Renown Level Benefit Unlocked
5 Faction gains Downtime Days as if it were a player during the Weekly Update, usable by the Faction Leader. Factions are always considered Adventure Locked.
10 Gold Income. Faction earns 250 GP every Weekly Update, deposited with the Quartermaster.
20 Faction Expansion I. You may now recruit 5 more faction members to a total of 13.
30 Gold Income Increase. Faction now earns 500 GP every Weekly Update, deposited with the Quartermaster.
40 Downtime increase I. Your Faction gains one additional downtime day per Weekly Update.
50 Gold Income Increase. Faction now earns 1,000 GP every Weekly Update, deposited with the Quartermaster.
60 Faction Outpost. Your faction gains an outpost in a region of your choice. This outpost provides a stables and one +1 tool of your choice.
70 Gold Income Increase. Faction now earns 1,500 GP every Weekly Update, deposited with the Quartermaster.
80 Faction Expansion II. You may now recruit 5 more faction members, to a total of 18.
90 Gold Income Increase. Faction now earns 2,000 GP every Weekly Update, deposited with the Quartermaster.
100 Faction Ability. Every Faction member with a renown of 15 or higher gain access to their Faction ability.
110 Downtime increase II. Your Faction gains one additional downtime day per Weekly Update. (2 additional)
120 Gold Income Increase. Faction now earns 2,500 GP every Weekly Update, deposited with the Quartermaster.
130 Faction Expansion III. You may now recruit 7 more faction members, to a total of 25.
140 Gold Income Increase. Faction now earns 3,000 GP every Weekly Update, deposited with the Quartermaster.
150 Faction Stronghold Unlocks. Your faction gains a stronghold in a region of your choice. Stronghold provides a stables, armory, and three +1 tools of your choice.


Cover image: by jeremy chong

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