D&D General Adventuring Company Names and What They Are Up To

I DM for my mid 20's son and his friends and in our initial campaign their party had become protectors of a teenaged queen who had been usurped and was rallying forces to oppose her uncle, an evil Duke. The fair queen had always been nicknamed "The Young Rose" and after the party had some successes on her behalf they started to hear tales of their exploits in which they had been dubbed "The Bloody Thorns"

Their current campaign is set in The Menagerie Coast of Exandria and They have named themselves The Shipwreckers. They are currently tracking down members of a former company that was named The Greenwater Adventuring Group and have met and shared information with an all female party of adventurer's who are called Blood and Honey
 

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This being the latest 3-5 sentence treatment for the current list of ten adventuring company names. I'm using this map of Cormyr as a reference.

5. GORMIGAL'S BRAVEHEARTS
Rumor tells of six severed heads trailing behind the Bravehearts, each floating along on invisible magical tethers. The first head is that of a beardless dwarf that cries endless tears and speaks naught save when a lie is told within earshot of the Bravehearts. The next two belong to women of station–Sembians, according to most rumor-sharing folk–with bright eyes and tongues like snakes that intertwine and pull their heads together in a passionate kiss whenever lurking death approaches. Any number of powers and descriptions have been given to the remaining three heads, for each wears a hood or veil that obscures all but the stump of a neck. While Crown representatives have confirmed the Bravehearts are both chartered and remain in good standing, they refuse to answer whether or not the floating heads are alive and, if true, by what names they are listed on the Bravehearts' charter.
 
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Now that I've put together a list of Cormyrean Surnames and Cormyrean First Names on the EN Wiki, I (and you!) can reference the lists when making characters and non-player characters from Cormyr (and the Dales, since Cormyrean names tend to bleed into the Dalelands).

Without further ado, here is the latest 3-5 sentence treatment for the current list of ten adventuring company names. I'm using this map of Cormyr as a reference.

6. THE HAMMERHANDS

A quartet of novice adventurers, the Hammerhands first arrived in Suzail after a perilous but profitable foray into monster-infested crypts below the village of Monksblade, each adventurer carrying a pouch of coins minted four centuries prior (if rumor be true) sufficient to pay for their adventuring charter. The Hammerhands are distinguished among adventurers for their lack of obvious weapons--only one carries a bladed weapon (a shortsword)--and armor. One would be forgiven for mistaking them for crofters come to sell their wares, as the Hammerhands travel on a simple wooden cart drawn by a pair of massive Rothé, on which their meager possessions are stored. Although their time in Suzail was short, it was not altogether uneventful; a brazen nighttime attempt by assassins to invade the Hammerhands' rented room was met with a flurry of blows and kicks that saw one invader defenestrated and the others left with broken arms and legs.
 
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And now the latest 3-5 sentence treatment for the current list of ten adventuring company names. I'm using this map of Cormyr as a reference.

7. THE HUNTERS OF VELLARMORN

Adventuring dwarves of unknown origin. Most sages agree the Hunters are Shield Dwarves, but no two agree on precisely what these dwarves seek, much less what they represent. The retired adventurer-turned-sage Authraun of Athkatla claims to have encountered the Hunters twice in the Starspire Mountains, and twice been driven off by "vicious, unprovoked attacks." Erroakrel, sage of Elturel, frowns on this description of the Hunters, and insists the dwarves were likely defending the entrance to an abandoned dwarfhold, "as all good dwarves do," so as to keep plundering adventurers away. "An easy conclusion to draw, but hardly true" says Glaspaero Vhallamond, sage of Tethyr, who claims the Hunters of Vellarmorn are seeking a specific place and have spent the better part of a century exploring the Starspires, the Snowflake Mountains, the Small Teeth, and the Cloud Peaks in order to find it. Dwalish, a rival of Authran's and a specialist in dragonkind, insists Vellarmorn isn't a place, but a mighty dragon and long ago bane of dwarves locked away by the stout folk and left to slumber for so long that she and the location of her prison have been forgotten at the peril of all dwarf kind.
 
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Here is the next 3-5 senence treatment for the current list of ten adventuring company names. I'm using this map of Cormyr as a reference.

#8 INGLEIYR'S LOYAL DAGGERS

As much an informal society as they are a band of (unchartered) adventurers, Ingleiyr's Loyal Daggers follow the example of Ingleiyr Tammarast, a downtrodden noble of eastern Cormyr who rose to prominence (some would say infamy) a century and a half ago by ignoring Crown edicts in order to survive. The Loyal Daggers protect the independent crofters and ranches in the vicinity of Landuth—the name for a region of increasingly waterlogged farmland hard on the northwestern edge of the Vast Swamp held by the Tammarast noble family—from the depredations of Sembia, vicious creatures ranging west from the Vast Swamp, and anything else that seeks to disrupt the local way of life. Although the Tammarasts openly condemn the actions of the Loyal Daggers, both at court and in public, long-swirling rumor at court has established at least one member of the family either leads the Daggers or guides their activities (though precisely who among the family this is depends on who you ask at court). Likewise that she (he?) speaks with the spirit of Ingleiyr, who appears by night in the form of a ghost transfixed by swords, somewhere in the dungeons below High Tammarast, a stout keep and seat of Tammarast power in Landuth.
 
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Here is entry number nine from the current list of ten adventuring company names. No less than three sentences and no more than five, as usual. I'm using this map of Cormyr as a reference.

#9 THE WARDENS OF LAGARR*

It was from the forgotten dungeons of Irongates that many a Sharran-worshiping Shadovar spy emerged and made their way to Wheloon, there to subvert the fast-growing village from the inside out. A handful of courageous crofters discovered the entrance to the dungeon, explored its depths and, at the cost of several lives, managed to shatter the magical portal linking Irongates to Thultanthar, seat of the Shadovar’s power. Today, the entrance to Irongates remains in plain sight and cannot be closed or walled off, so the Wardens stand watch over this peril. They slay wandering beasts that have found their way up to the entrance, and capture the minions of Cormyr’s countless foes who’ve unlocked the means to access one of the dungeon’s many remaining portals. The six members of the Wardens are all veteran adventurers that have been awarded the rank of Knight and given royal authority to prevent anyone not of royal blood from entering or exiting the dungeon (the Mage Royal, the Court Mage and the Lord Warder are excluded from this authority).

*Why no mention of "Lagarr" in the entry above? If ye ask nicely, I might expand the entry and, in the course of going so, explain why.
 
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A year and a half later means it's finally time for entry number ten from the current list of ten adventuring company names. No less than three sentences and no more than five, as usual. I'm using this map of Cormyr from the Forgotten Realms Wiki as a reference.

#10 THE RIDERS OF ORTHGALASS

After the gods-spawned tumult shrank the waters of the Sea of Fallen Stars, the Churning Bay immediately beyond the wharves of Hlondeth were exposed to anyone daring enough to claim treasures hidden among the countless wrecks lining the Bay floor. The Mrastaress of Hlondeth did not hesitate to take control of the Bay, and commanded her loyal Ravallan to set aside their coastal swiftboats and march into the Bay and hold it against all foes seeking plunder. The riders of Orthgalass are descended from generations of Ravallan who learned to ride all manner of land-walking beasts to patrol the sandy floor of the Bay (in addition to sailing the reduced waters of the Vilhon Reach on behalf of their Mrastaress). Now that the the Sea of Fallen Stars has returned to its former glory, several Ravallan have retired from their service as guardians and departed Hlondeth to explore all the lands connected by the Sea. New arrivals to Cormyr, the Riders of Orthgalass are nine in number, can ride most any beast with two or more legs, travel with magic items and spells by which they swim and breathe under water, and plan to obtain a charter before setting out to explore the ship graveyard of Margrath's Rest (this last is a rumor spread by the Riders; they actually intend to explore the waters around the islands of Marsember for holy objects dedicated to the goddess Umberlee).
 

It’s never too late to create a new list of adventuring company names and figure out who these adventurers are. Let’s see…

  1. The Bloodied Brethren
  2. The Fiendbinders of Alaghôn
  3. Samarcanth’s Shields
  4. The Ninebeards
  5. Lethtenlor’s Six Swords
  6. The Far Walkers Hlammach
  7. The Hillminders of Dragon Falls
  8. The Axelords of Starmantle
  9. Borenhorl’s Brawlers
  10. Ravendralla’s Banner
 

Here's three to five lines about the first name on the latest list of ten adventuring companies:

THE BLOODIED BRETHREN

A band of seagoing adventurers and natives of Thesk, the Bloodied Brethren are composed of a motley crew of humans, half-orcs, and orcs who found common cause on the cutthroat docks of Telflamm. The Brethren sailed out of Telflamm before city authorities could capture them for their misdeeds and made port across the Easting Reach in Sarshel, where they quickly earned a reputation as no-questions-asked brawlers for hire. The men and women of the Brethren fled south to Dilper after a dispute with a recalcitrant paymaster led to their sacking the paymaster’s home and a riotous chase through the city by the Sarshel watch. They wreaked havoc as far as Tsurlagol before setting sail for “calmer waters and greener pastures in lands more civilized,” according to one member of the Brethren. Having recently arrived in Suzail, the Brethren plan to acquire an adventuring charter and then make their way north to the Wyvernwater, where they believe a castle submerged beneath the water is waiting to be found and claimed.
 

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