The Hounds of Fortune

The Hounds of Fortune are a Capellia based guild of gentleman thieves. Nearly 1,000 years old, the organization was regarded for centuries as the preeminent thieve's guild in Aerd. Built on the ethos of loyalty to the organization and to the community, the Hounds were long considered a force for immense good despite their less than legal methods, and they used the goodwill garnered by their philanthropy in order to avoid detection by the authorities.   Over the course of the last two centuries, however, the guild's reputation has steeply declined. Its dedication to the old ideals of loyalty, freedom, and honor has hamstrung it when it comes to competition with less honorable organizations. Furthermore, community outreach and assistance stopped holding sway in times that are more suspicious and cynical. With decreasing opportunities for work and a growing number of hungry, ruthless rivals, the Hounds find themselves in the uncomfortable position of either compromising their principles or fading into oblivion.  

Culture

The Hounds have always held to the idea of loyalty within the organization. They see themselves as a true brotherhood, and betrayal within the group was met with immediate expulsion or even more drastic repercussions.   The Hounds also valued freedom as an ideal. Their interpretation of their own history was that of cultural revolutionaries, outcasts who were abandoned by the hierarchy. They saw themselves as "true patriots" and supporters of the people of Capellia. They were known to donate large portion of their scores to public works.   In honor of their founder, the master art forger Jakob 'the Hound' Bernhardt, the Hounds were known to paint scenes from each of their jobs. These paintings were kept as memorials within individual guild halls.  

History

The Hounds of Fortune were founded by Jakob 'the Hound' Bernhardt in the wake of the Shattering of Dreaux. Bernhardt, a minor Capellian noble, was a prolific spy of renown as part of the 3rd Capellian Legion during the Skybreaker Wars. At the conclusion of the conflict, however, he was stripped of his titles and estate due to his association with the 3rd Legion. Although his remaining political clout allowed him to escape branding with the Mark of the Skybreaker, Bernhardt was left penniless and without dignity. He turned to his considerable espionage training to find a new lot in life as a gentleman thief. He chose the moniker of "the Hound", naming himself after the national symbol of Capellia, a barbed jab at the country who forced him from patriot to criminal.   Over the course of years, Bernhardt developed a criminal network. Initially, specializing in art theft and forgery, Bernhardt's crew eventually branched out into all facets of unseemly gains. Over time, the loose knit gang became more organized, and the group adopted the name of their founder. Thus, the Hounds of Fortune were formed.   Over the centuries, the Hounds orchestrated many of the highest profile criminal undertakings across Capellia. They grew to include guild halls in every major Capellian city, with some halls even popping up in Dreaux. The Hounds became synonymous with the "good side" of organized crime: underdogs who were pulling fast ones over on a apathetic and uncaring ruling class.   The sterling reputation of the Hounds would not last, however. After centuries of success, the Hounds face major setbacks. As the world became darker and more cynical, rival organizations came to power. These rivals lacked the ideals of the Hounds, which meant they were inclined to do any job no matter how morally objectionable. The Hounds own success painted a target on the organization, and undercutting them became the goal of every gang in Western Aerd.   Over the last 100 years, the Hounds have faded into obscurity. The last known guild was based in the Capellian city of The Sisters, but it is not known currently if there are any active members.  

Ya mess with the thief, ya get the teef!

Founding Date
9011
Type
Guild, Thieves
Alternative Names
Dogs, Pups, Strays, Manged
Predecessor Organization
Leader Title
Location

Current Roster:

Senior:
  • Brain "the Ol' Dog" Whitlock, Houndmaster
  • Cree "Neeper", Lieutenant
  • Drizkin "Stilts" Ghilderslam, Steward
  • Yaasbache "Slipmunk", Quartermaster
Junior:
  • Lokthir "Patches" Chagrin, Fence
  • Artemesis "Nieves", Scout
  • Grungus "Nut" Stretchington, Scout
  • Claywyn "Twinkle-Toes", Impersonator
  • Rizerax "Ging-Gong", Impersonator
  • Peregrin "Shortcake" High-Hill, Lookout
Guild Rank Job Description Preferred Skills Special Ability
Houndmaster 1st in command, the Houndmaster assigns jobs to other members; Accepts contracts for jobs N/A (jack of all trades) May grant inspiration to any member twice times daily.
Lieutenant 2nd in command, the Lieutenant recruits potential members; Is primarily responsible for the training of the junior members Insight, Perception, Survival, History, Investigation May allow a Junior member to add a d6 to an attack/ST/SC 4 times a day
Steward 3rd in command, the Steward is responsible for the upkeep of HQ; Can use guild funds to make improvements to the base Insight, Survival, Nature, Medicine Once daily, choose 2 members; these members have +5 max HP for that day
Quartermaster 4th in command, the Quartermaster is in charge of supplies for jobs; Can use guild funds to buy supplies for members; may also develop custom tools/weapons History, Slight of Hand, Insight, Persuasion, Investigation May provide +1 status to any armor, weapon, or shield of any party member once daily (duration 24 hours)
Fence Junior member, the Fence is tasked with selling items after a job; Makes black market deals to secure high prices for loot Persuasion, Deception, Performance, Insight Any gold looted during a mission is increased by 1.5x
Impersonator Junior member, the Impersonator is a master of disguise; Uses disguises to infiltrate locations and organizations Performance, Deception, Persuasio The party rolls Stealth/Deception checks with advantage when disguised
Scout Junior member, the Scout cases potential targets before a job; Gains intelligence on places or people involved in a heist Perception, Stealth, Investigation, Survival The party rolls Perception checks with advantage
Lookout Junior member, the Lookout is the first line of defense at HQ, keeping watch for threats; Keeps the HQ safe from detection and lowers the overall notoriety level of the crew Slight of Hand, History, Investigation The party rolls Stealth checks with advantage when sneaking

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