The Sarkan Seekers
In the wake of the war with Elderia, many artifacts were stolen on both sides of the conflict. The Berusian treasuries were plundered and the bones of old dragons plucked clean. Concerted efforts on both sides were made to reclaim these heirlooms but many disappeared with the vampires. The Sarkan Seekers continue the search, though their treasure hunting has expanded from the borders of Berusia since their inception 200 years ago.
Prerequisite
To join this faction, interested individuals must be in good standing with the guild and not be wanted criminals within the Empire. They must also pay the requisite membership fees.- Must not be a known or wanted criminal with a bounty in Berusia.
- Must not have negative influence with the Sarkan Seekers
- Payment of a 500gp membership fee.
Faction Equipment Package
- A choice of Calligrapher’s Tools, Cartographer’s Tools, or Thieves’ Tools.
- Ravenswood Utility Box [see below].
- a Crowbar, a Heavy Air Bladder, and a coil of Silken Rope 50 ft. in length.
- Sarkan Badge [see below].
Faction Benefits
- 1. Fledgling (Zinc): You gain the Ravenswood Utility Box as given below. You can gain the effects of up to a Modest lifestyle for free so long as you maintain at least 50 percent of your total Downtime in the Upkeep period within Berusia. Additionally, you gain Proficiency with either Calligrapher's Supplies, Cartographer's Tools, Thieves' Tools, or a single Instrument, Vehicle, or Game of your choice.
- 2. Associate (Iron): You gain the Debonair Eye and A Home in Every Port feature, as given below.
- 3. Journeyman (Cold Iron): You gain a +2 Factional bonus to one ability score cap of your choice; This boosts the maximum of an ability score, but not the score itself. Additionally, your Sarkan Badge improves, granting you its Journeyman feature.
- 4. Seeker (Silver): You gain one General, Guile, or Luck feat of your choice. Finally, you can gain the effects of up to a Comfortable lifestyle for free so long as you maintain at least 50 percent of your total Downtime in the Upkeep period within Berusia.
- 5. Savant (Meteoric Steel): You gain a +2 Factional bonus to one ability score cap of your choice; This boosts the maximum of an ability score, but not the score itself. Additionally, your Sarkan Badge improves, granting you its Savant feature.
- 6. Dragon’s Eye (Gold): You gain the World Seeker feature, as given below.
Ravenswood Utility Box
This container takes on the appearance of a mundane lantern and acts as such. However, it is also home to an extra dimensional space that stores a collection of Sarkan Seeker implements. A member of the guild can produce one of these items once, regaining it use after returning the previous item and completing a Long Rest. Any item pulled remains until returned to the box. The items inside only function for the Seeker attuned to the Sarkan Badge. If an implement is destroyed or misplaced, it is lost until the Seeker returns to the guild to have it replaced (10 Sarkan Seeker Influence and 1 Day of Downtime, must be within Berusia).Drakon’s Eye
A small glass eye with a magical inscription written upon it. With this magical implement you can cast Comprehend Languages as a ritual. Looking through the eye also allows you to perceive inside a locked object no more than 5-feet by 5-feet in size and that is within 5-feet of you. You gain a rough understanding of the contents within the container as well as a count of any coinage inside. You can use this ability once, regaining its use after completing a Long Rest. Upon reaching Journeyman rank you can, as an Action, peer through the eye at another creature and learn one thing about their fate in the short term (usually within 24 hours for most ordinary creatures, or the next hour for someone with a more adventurous lifestyle). At the GM’s discretion, you learn one enigmatic word related to the creature’s fate. You can perform this action on a number of creatures equal to your Proficiency bonus, regaining uses after completing a Long Rest.Transdirectional Navigator
A mundane looking compass, when you point this item at a portal or other magical effect with transportative properties you can attempt to discern the destination of the effect. On a successful Intelligence (Arcana) check made against the DC of the effect, you know roughly the destination of the teleportation effect (for example “the Plane of Fire,” “north,” or “Berusia”). This can also be performed on similar effects or creatures that have existed within 1 minute of disappearing. This is also considered a basic set of Cartographer’s Tools for the purposes of navigating and exploration. Every rank after Fledgling improves the quality of this tool by one tier. Upon reaching Savant rank, rolling a success on this check provides you with the exact destination of the transposition. The accuracy is within a few feet for short range teleportation (such as Dimension Door) or to within a few miles for long range teleportation (such as Teleport).Ophidian Skin Bandana
This curious piece of apparel when worn by a creature grants them the ability to truly blend in. With this magical implement you gain the ability to cast the Thaumaturgy cantrip. You can also cast the Invisibility spell on yourself at 2nd-level once, regaining spent uses after completing a Long Rest. Upon reaching Seeker rank, you can instead cast Greater Invisibility on yourself at 4th level using this feature.A Home in Every Port
As a member of the Sarkan Seekers, they see to your expenses while on mission. When on a Guild or Sarkan Seekers assigned mission, the Seekers will cover up to 100 x your Rank in The Sarkan Seekers in gp worth of items, fees, bribes, and so on relevant to the mission, subject to GM discretion. Additionally, while out on such a mission, whenever you would complete a Long Rest in a settlement of at least a Small Town in size, you gain a +2 Factional bonus on all Ability checks of one Ability score of your choice, that you make for the next 8 hours.Debonair Eye
You have Advantage on ability checks made to locate, detect, and disarm Secret Doors and Traps, additionally, Traps must roll with Disadvantage when attempting to attack you. Finally, you can as an Action cast the Locate Object spell. You can cast this spell once, regaining its use after you complete a Short or Long Rest.World Seeker
You increase all movement speeds that you inherently possess by 10 feet and you have Advantage on checks and saves made against Sanity loss. Additionally, you can as an Action seek out an item as if casting the Locate Object spell; however, the range of this effect is increased to 10 miles, or 100 miles if you spend 2 points of Stamina as a part of its activation. You can use this feature a number of times equal to your Proficiency bonus, regaining spent uses after completing a Long Rest. You can use this feature even when out of uses by spending 2 points of Stamina.Faction Signifier
Sarkan Badge: A relatively simple identifier, the badge is made from polished metal with intricate engravings. The badge features a stylized depiction of a dragon's eye in the center, its piercing gaze captured in fine detail. Depending on the rank of the individual, the badge’s details will vary and the polished metal changes to represent rank. From lowest to highest the feature metals include zinc, iron, cold iron, silver, meteoric steel and finally gold. While attuned to the badge and an active member of the guild, an individual can access and make use of the Ravenswood Utility box. Additionally, the sarkan badge, so long as you are wearing and attuned to it with one of three benefits, once chosen this choice cannot be reversed.- You gain an additional use of a single limited use feature of your choice, such as Channel Divinity or Bardic Inspiration.
- You gain Proficiency in a single skill of your choice, you also gain Expertise in a single skill or tool of your choice with which you are proficient in.
- When you use the Run stamina action, you can roll an additional dice when determing the distance that you may move from that feature.
- If you are a Spellcaster or have the Concoction feature you gain an additional 1st level and 2nd level spell slot. If you are a Pact Magic user you instead gain 1 additional pact magic slot, which does not stack with other features that increase your pact magic slots.
- Whenever you would fail to pick a lock, disarm a trap, or persuade a creature, you can spend a point of Stamina to reroll that check, you must use the new roll even if it is worse.
- You gain Advantage on checks and saves made to resist Fear as well as on checks made to Intimidate to Antagonize or frighten a creature.
- You can as an action cast the Augury, Clairvoyance, or Divination spell. Once you use this feature, you cannot do so again until you complete a Long Rest. You can use this feature even when out of uses by spending 4 points of Stamina.
- You gain a +2 Factional bonus to one ability score of your choice.
- You gain your Rank within this Faction as a bonus to your Stamina pool.
Ranks
Rank Structure from lowest to highest.- Fledgling (Zinc)
- Associate (Iron)
- Journeyman (Cold Iron)
- Seeker (Silver)
- Savant (Meteoric Steel)
- Dragon’s Eye (Gold)
Rank Ascension
To rank up with the Sarkan Seekers, a character is required to visit a Sarkan Seeker's base in a major city of Berusia and pay 10 x their Next Rank in Sarkan Seekers influence to ascend to the next rank. Certain ranks require additional tasks to be performed. Additionally, characters can gain additional Sarkan Seeker's Influence by turning in artefacts, relics, and other treasures acquired on missions. These award a variable amount of influence based on the item, its origin, and its value.- Exchanging an artefact is variable, but in general they reward an amount of influence equal to 2% of their total GP value, with a maximum of 25 influence.
Journeyman
- Prerequisite: 30 Sarakan Seekers Influence, Associate Rank
Savant
- Prerequisite: 50 Sarakan Seekers Influence, Seeker Rank
Dragon's Eye
- Prerequisite: 60 Sarakan Seekers Influence, Savant Rank
Goals
- To fulfill to the best of our ability the requests of our clients.
- To ensure history and its relics are not destroyed.
- Keep safe powerful artifacts from clients who might otherwise be untrustworthy.
- To learn the secrets of the past.
Tenets
- Preserve the integrity of any ruins or artifacts.
- Any job is doable for the right price.
- Use your best judgement handing over artifacts to those outside the Seekers.
Fees
Membership within the Seekers is not free. To maintain membership requires a fee of 100gp per rank attained, which is taken each Upkeep Phase; alternatively, the Seeker can have this fee waved by retrieving relevant treasures for the guild, with the amount waived equal to the rarity of the treasure secured. You receive free lodging within factional Locations for so long that you maintain an active membership within the guild.Taboos
- Destroying ruins or artifacts.
- Needlessly selling off artifacts.
No Stone Unturned
Founding Date
2,503 A.D
Type
Guild, Adventuring

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