The Blood Lineage

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Unlike The Dweomercrafters Guild, The Blood Lineage is not particularly interested in political power within Dyvers. They exist to provide support for the members of the guild, and as a clearinghouse for employment. Whereas Wizards are generally sought out for their knowledge or for complex magics (particularly for Enchantment), Sorcerers are far more often employed for Mercenary work, and the Lineage is the primary provider of combat Sorcerers in the Region.
The Lineage also provides licensing for Sorcerers to cast Arcane Spells (that do not cause structural damage or inflict bodily harm) legally within the city.
Membership Criteria: Members of the Blood Lineage rarely discuss or publicly flaunt their bloodlines (though for some of the more powerful ones it becomes fairly obvious) as some bloodlines cause public backlash.
Almost universally, however, they proudly display the symbol of the Blood Lineage, a stylized eight-pointed star with a blood-red stone in the center. Often wealthier members will use a ruby for the purpose, particularly on enchanted gear.
Without the divisions of type that typifies a Wizards’ guild, The Blood Lineage is a surprisingly well coordinated and cooperative group. Regardless of their personal agendas outside of the city, they present a stable and unified face within it. Generally, only Sorcerers are granted membership, although an occasional member is inducted who is not a Sorcerer, but has powers that are the result of unusual ancestry.
Enemies & Allies: The Dweomercrafters Guild looks down upon The Blood Lineage as a group of blast-happy children who never earned their power, while the Blood Lineage looks upon the Dweomercrafters as a bunch of stuck-up prigs too detached from the world to comprehend anything that isn’t in their books. Neither viewpoint is fair or accurate, but they are ingrained at this point.
On the other hand, The Blood Lineage has an excellent relationship with The Shieldmen’s Alliance, Dyvers largest mercenary guild. The two groups often work together on contracts, and the they cross-refer each other with employers.

Allies: Enemies:
The Shieldmen’s Alliance The Dyvers Dweomercrafters Guild
Status: Active Headquarters: The Free City of Dyvers
Resources: Resources:Moderate within The Free City, some resources throughout the region
Relation w/PCs: Associated Runlogs:
Organization Members
Leader:
Affiliation Data
Affiliation Type: Business Affiliation Scale: 7 (City and outliers) Executive Powers: Gift, Raid, Trade
Affiliation Score Criteria: Members are expected to spend at least 200gp per year purchasing components, supplies, or other paraphernalia from the guild. Aside from that, membership standards are quite loose, and members are free to join and leave the Lineage without loss of rank.. All members of the Guild are lawfully permitted to cast spells within the city limits that do not cause structural damage or inflict bodily harm.
One Time Modifiers Multiple Use Modifiers
Character level + 1/2 Brought a significant or long term employment contract to the guild. + 1 CR
Diplomacy 5 Ranks + 1 Retrieved a Blood Sample from a person with a great deal of knowledge + 2
Diplomacy 10 Ranks + 1 Has a Metamagic Feat +1/Feat
Spellcraft 5 Ranks + 2 Embarasses the Dweomercrafters Guild + 1
Spellcraft 10 Ranks + 2 Provides significant aid to another Blood Lineage member + 1
Charisma 17+ + 1    
Class Levels as a Fighter + 1    
Fathers/Bears children with another Blood Lineage member + 2    
Has no class levels as a Sorcerer - 5    
Titles, Benefits & Duties
Rank Score Title Duties/Benefits
0 3 or lower Initiate A Guild Member, but as yet unproven.
1 4-10 Associate -1 to Diplomacy Checks with the Dyvers Dweomercrafters Guild
+ 1 to Diplomacy Checks with Blood Lineage members
+ 1 to Knowledge (Arcana/Planes) and Spellcraft Checks when using reference materials at the guild
Basic Dormitory-style Room and Board at the guildhall for up to 1 month per year
2 11-15 Brother/Sister - 2 to Diplomacy Checks with the Dyvers Dweomercrafters Guild
+ 2 to Diplomacy Checks with Blood Lineage members and members of The Shieldmen’s Alliance
+ 2 to Knowledge (Arcana/Planes) and Spellcraft Checks when using reference materials at the guild
10% cost reduction on hiring mercenaries from the Shieldmens Alliance
Private Dormitory-style Room and Board at the guildhall for up to 3 months per year
3 16-21 Magus -3 to Diplomacy Checks with the Dyvers Dweomercrafters Guild
+ 3 to Diplomacy Checks with Blood Lineage members
+ 1 to Leadership Score (if Leadership Feat is possessed) for the purposes of calculating Followers (and a 10% cost reduction for maintaining them)
+ 2 to Leadership Score (if Leadership Feat is possessed) for the purposes of calculating Cohort level if the cohort is a single-class Fighter
Able to sell arms and armor for 70% of face value
Once per year a Magus may use the Scrywall at the Lineage Guildhall for up to 3 hours. This item functions as a Greater Scrying item that can be seen by anyone in the room.
4 21-29 Master Masters may live at the guildhall full time
-4 to Diplomacy Checks with the Dyvers Dweomercrafters Guild
+4 to Diplomacy Checks with Blood Lineage members
Choose one Metamagic Feat (if appropriate). The Spell Level is one lower than normal (minimum of base Spell Level + 1)
A Master may perform the Rite of Blood (see below) to gain access to Ancestral or Heritage Feats.
4 30+ Grand Master The Metamagic Feat chosen as a Master no longer takes additional time to cast.
Ancient advisors—samples of blood of former (and current) Blood Lineage Grandmasters are kept in a repository where a Grandmaster can tap in to their accumulated wisdom. As often as 3 times per day you may gain a +6 insight bonus on any Appraise/Decipher Script/Knowledge/Sense Motive/Use Magic Device check. You can do this while in the Guildhall or if you are scrying the blood room (Grandmasters are given the secret of using a Scry spell or crystal ball in this manner).

Rank Notes
Master: A Master or Grand Master may at any time perform the Rite of Blood, a ritual that takes a full week and can only be performed in a special room in the Guild Hall. Upon Completion, the Master can ignore the Racial, Regional, Ancestor and Heritage requirements of any one Feat. The Master could, for instance, qualify to take a Feat that can only be taken at 1st level, or only by Elves (or only by 1st level planetouched Elves from Blackmoor), as long as he or she meets the other qualifications of the Feat.

Miscellaneous Affiliation Notes:

The Blood Lineage

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