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


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Jeremy E Grenemyer

Feisty
Supporter
A description follows for one of the thirty entries in in this post from earlier in the thread.

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Alendue’s Winking Gems

Crown Law prohibits the use of the names of Royals, alive or dead, as part of the name of a business or adventuring company. The members of Alendue’s Winking Gems have avoided punishment for breaking this particular law by performing heroic deeds, and by making the outskirts of Cormyr’s borders their stomping grounds.

The Winking Gems eagerly explore all of the southern Dragon Coast, and have made successful incursions into the ruins of Pros and Haunted Ilipur. They are a frequent sight on the Trader’s Road between Elversult and Teziir, and spend the winter months in Redwater.

Agents of the Crown observe the adventurers closely, on the suspicion that they have recovered a cache of magical gems that once belonged to the Cormyrean Queen after which the Winking Gems take their name. In this the group of Highknights and Wizards of War that spy on the adventurers are correct, but they’ve yet to try and recover the cache because the leader of the Winking Gems has used one of Alendue’s magical baubles to identify and control the mind of the group’s leader, carefully turning his thoughts to other matters.

In this way the Winking Gems have steered the Crown agents in the direction of slavers, brigands, and unscrupulous merchants out of Westgate, and made the lands along Cormyr’s southern frontier a little safer.

A former mercenary captain leads the Winking Gems. All are human.

Glanthra “The Galloping Knight” Halowyrm, Fighter 8, leader
Tamrael of Athkatla, Fighter 6
Malarrla “Bloodcoins” Branthur, Rogue 6
Ozrin, Sorcerer 6
Andragus “The Mad Magister" of Memnon, Warlock 4
Gholsuntiir, Wizard 4
Irigoth Emmertide, of Suzail, Cleric 3 (Tyr)
Crimmon of the Towers of Good Fortune, Cleric 3 (Tymora)
Immult, Bard of Elversult, Bard 3
Tathkaskur “The Tyrant Slayer”, Fighter 1
 
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Jeremy E Grenemyer

Feisty
Supporter
A description follows for one of the thirty entries in in this post from earlier in the thread.

NOTE: Like some of the other entries in this thread, the entry below has found its way into Eye on Cormyr, Issue #1 on the DMs Guild. The entry that follows remains here to give you an idea of what kind of content can be found in Issue #1.

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The Men of the Horngate

Fifteen in number, this band of unchartered novice adventurers are not the first group of would-be sword swingers to take the name of Suzail's northwest gate and make use of it in an adventuring moniker.

The Men of the Horngate operate in the lands west of Suzail. They wander the Merewash Trail exploring coastal ruins along the Dragonmere, and up into the castle and cottage-filled woodland hills where the King's Forest and the Stormhorns overlap.

The Men have made friends of the monks that inhabit the Vault of Restful Dead, from which one novice cleric has departed to join the Men on their adventures. Aside from the cleric, the ranks of the Men have not changed during their first season of adventure. They've yet to lose a member, despite fighting skirmishes against overwhelming odds in the Wormpits, and while escaping from death by drowning while exploring the rotting interior of one of the many abandoned vessels that fill the ship graveyard of Margrath's Rest.

The majority of the Men are experienced day laborers and dockworkers. A few are the third and fourth sons of dung carters and lesser servant families. Collectively they know all of Suzail south of the Promenade, and most of the Men make side coins by loitering in the vicinity of the Horngate and waiting for merchants that appear new to Cormyr's capital city, who are likely to need help finding buyers for their wares as well as instructions on how best to abide by Cormyr's tax codes and laws.

The Men of the Horngate have returned home to Suzail for the winter. As soon as the snows thaw they plan to head north on the Way of the Dragon for the bustling town of Waymoot, in the King's Forest, to see a task done on behalf of the monks of the Vault. Upon their return to Suzail the Men plan to resupply and then march west to Mage Keep, there to breach the wretched castle's high walls and plunder the treasures rumored to fill its vaults.

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The roster of adventurers that follows borrows some first names from my Cormyr Sourcebook (page 34, "For the Player"), and follows its advice on naming conventions common to the Realms. For example, it's not uncommon for someone to make use of their current or last place of employment as a surname, e.g. Kelgantor of the Wheel: Kelgantor finds work as a doorjack (a kind of all-purpose errand runner) at the Wailing Wheel Inn, near Horngate.

  • Talonar of Horngate, Fighter 2, Leader
  • Markuld, Fighter 1, Second in Command
  • Welwyn Feathershot, Cleric 1
  • "Bellowing" Belnar Hornshulder, Fighter 1
  • Corleth of Seven Suns, Fighter 1
  • Danthalus "the Bold" Stoutbold, Fighter 1
  • Foril Belarshout, Fighter 1
  • Kelgantor of The Wheel, Fighter 1
  • Naskbryn of Westgate, Fighter 1
  • Neld Allaghar, Fighter 1
  • Orkrash, Fighter 1
  • Arbrace of Rowanmantle, Rogue 1
  • Skult, Rogue 1
  • Traevyn of Six Candles, Rogue 1
  • Corlador Castlehaunt, Sorcerer 1


The map slice included in this post is taken from a larger regional map of Cormyr (page 58 of my Sourcebook) and it shows some of the areas listed in the adventuring party description above.

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Henry

Autoexreginated
It's amazing that you don't know something exists on a forum, and then it smacks you on the head out of nowhere! :) Fantastic thread, by the way, and one I've now bookmarked.
 


Jeremy E Grenemyer

Feisty
Supporter
From post #6 in this thread, itself containing forty adventuring company names, I present to you The Scions of the Talking Door.

NOTE: The entry that follows has become part of the content for Current Clack: Neverwinter.

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The Scions of the Talking Door

At the Inn of the Dripping Dagger, Trades Ward, Waterdeep, one may encounter visitors who have every intention of staying for longer than a few drinks. Alongside the regular guests of the Inn and its staff, such visitors pass the time in the main room in silence while waiting for the door to the Inn to utter a cryptic phrase. Hushed whispers and the patter of coins on tables ride over the silence, the later paying for drinks that allow visitors to keep from being ushered through a back exit so others waiting in line can take their place.

Jacks and lasses sit either side of the door day and night. They strain to hear every word when the Talking Door speaks, and then report what was heard to Systarra Lohthuntle, master of the Inn. Regular customers know these servants to be loyal to Systarra; they cannot be bribed. The heads of the Watchful Order of Magists and Protectors know this too, because all but one of the door minders was placed at the Inn by the Order.

On the night that the Door spoke, "Five in a room shall find great wealth in a place where a dragon sits the throne," nine souls were to be found in the main room: four servants, and five who'd rented rooms (the Inn is closed to non-renters after sunset).

None of the five were acquainted before that night, but they'd already made fast friends of each other by the time the sun tried in vain to warm Waterdeep's cold streets the next morning. Confident that the Door was describing them, and equally confident that it spoke of far off Cormyr, they settled their accounts and left the Inn of the Dripping Dagger for The Forest Kingdom.

Waterdeep had barely receded over the horizon when the five travelers were set upon by cutthroats sent to acquire whatever knowledge the travelers possessed of the Talking Door, then slay them. By the time the quintet arrived in Cormyr, they'd repelled three more attacks--in each case surviving with little more than their lives.

Today the Scions wear the looks of the constantly hunted, always wary warrior who sees death lurking in every shadowy corner. They are ignorant of Cormyr's customs and laws and so have no adventuring charter. They have no clue where their riches are to be found, and have succeeded only in coming up with a name for their would-be adventuring band.

The Scions chose Arabel over Suzail as their home base, assuming it to be more like Waterdeep and perhaps more hospitable to their tastes. They have convinced themselves the attacks will stop now that they have arrived at their destination.

And they are wrong. Now that the Scions have been judged capable of fending off the minions of adversaries too impatient to wait and see what destiny has in store for the five travelers, more patient enemies that lurk in the shadows have chosen to afford the Scions a measure of their wise attention.

Should the adventurers find their riches, they won't keep it for long.

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The Scions are:
  • Kleannsur Hortothul, Just Hand of Torm. Cleric 7
  • Jessalythe Sparrantar, independent adventurer-wizard. Wizard 7
  • Blacksunder the Rogue (and murderer for hire back in Waterdeep). Fighter 3, Rogue 3
  • Awntrus "The Black Glove" Malaver, former unguilded investigator. Fighter 1, Rogue 5
  • Alathea Gryphonsar. Sorcerer 4, Rogue 2
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This entry was inspired by the article "The Talking Door", by Ed Greenwood, in Dragon #410.
 
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Jeremy E Grenemyer

Feisty
Supporter
From post #10 in this thread, I present to you Thallowood's Devil Hunters.

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Thallowood’s Devil Hunters

The Ranger Thallowood leads this band of expert fiend hunters and slayers.

The Devil Hunters spent a decade scouring the deepest parts of Cormanthor of fiends and terrors on behalf of the elves that were busily rebuilding the ruins of Myth Drannor. A fierce disagreement with the resident elves of the Elven Court over tactics forced the Devil Hunters out of Cormanthor and south into the Dalelands, where they spent a handful of years acting the part of heroic mercenaries as opposed to adventurers.

Their efforts to rid the Dales of the dark influence of the Shadovar won them many friends, but ten times as many enemies.

Thus, the Devil Hunters do not set foot into Sembia on pain of death (and a substantial reward for their would-be slayers for every Devil Hunter's head collected). Despite their reputation, while traveling in the Dales the Devil Hunters keep a low profile to avoid notice by the endless Sembian and Shadaveri spies that infest the region. These spies employ the homeless and the hungry to act as their eyes and ears, but the Devil Hunters hold no contempt for those that are forced to trade the life of someone else for coin enough to purchase one night's meal and the privilege of sleeping in a warm bed.

The Devil Hunters have withstood attacks by assassins, conjured monsters, mercenaries and bullyblades, and they've wiped out a score of adventuring parties over the years. Few realize this has caused the Hunter's ranks to swell, as Thalowood always offers the last adventurer standing a choice: join the Devil Hunters, or depart the region forever on pain of death.

Their numbers are sufficient to allow Thallowood to divide the Hunters into "Banners" of eight or nine adventurers. She prefers to keep her forces on the move, and to keep the many enemies of the Hunters guessing as to the true number of members and their power.

Word of the presence of a powerful fiend plaguing the steep mountains of the Thunder Peaks north of the Thunder Way has drawn the Devil Hunters away from the Dalelands and into Cormyr. They intend to locate and dispatch the fiend, and then search for the Company of the Bottled Fiend, who rumor claims were responsible for unleashing the foul creature into the Forest Kingdom, so the Hunters may determine if any other fiends require slaying.

Thallowood and her companions are currently located in Arabel, having traveled the Moonsea Ride south while posing as Dales merchants. They plan to resupply and then take the Sword River south before turning east and sailing the Wyvernwater as far as Hultail. From there they will cross to the Thunder Way and then travel on foot for High castle in the Thunder Peaks.

The Devil Hunters are:
  • Thallowood, Half-Elf Ranger 16, Leader (Erevan Ilesere)
  • Urk Helleater, Halfling Barbarian 13
  • Shasslan, Human Bard 8
  • Tyssa, "Bard of Tangled Trees", Elf Bard 15
  • Aumrazz'aulmar, Human Cleric 9 (Velsharoon)
  • Hacathra "Moondancer" Zrinn, Half-Drow Cleric 13 (Eilistraee)
  • Melathandrial of Semberholme, Elf Cleric 12 (Shevarash)
  • Azalganthra Nimune, Human Druid 15 (Meilikki)
  • Braegana of Evermeet, Elf Fighter 6
  • Kriv "The Exile", Dragonborn Fighter 14
  • Orlpar Gossyl, Half-Elf Fighter 13
  • Mourn "Three Hands", Elf Fighter 14
  • Buldo "The Brawler", Human Fighter 6
  • Velt Thabbar, Human Fighter 7
  • Grim Amblecrown, Human Paladin 10 (Red Knight)
  • Mane "The Devil Slayer", Human Paladin 14 (Torm)
  • Nerg "No Shoes" Skulldrivver, Dwarf Ranger 13 (Thard Harr)
  • Blackfeather, Rogue 5
  • Dalabrac "Nooseneck" Dardragon, Halfling Rogue 10
  • Zol'xar "The Spider Kisser", Half-Drow Rogue 13
  • Saldashune "Slayer of Serpents" Il-Azzedar, Human Sorcerer 12
  • Tantan "The Spell Singer", Sorcerer 7
  • Harra of Velarswood, Half-Elf Warlock 11 (Fey Pact)
  • Gormogord "Grimspells", Human Wizard 5
  • Imizael of Myth Drannor, Elf Wizard 15
  • Vosthyl Stamaraster, Human Wizard 14
 
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Amatiel

Explorer
Sailing to the distant continent of Xen'drik in search of adventure, their ship founders in a storm. 3 days later, after many of the crew have been devoured by sharks, they wash ashore on the beach of a jungle. A few days later, dark elves with grey and white war paint capture them. They are sold to another faction of dark elves, the umbragen, that dwell in the Deep Below. They manage to escape their captivity after a few weeks of slave labour, some of the crew that survived were hunted like game animals by dark elves on some manner of sadistic safari. Fleeing into the tunnels of this shadowy underworld, they encounter strange and dangerous flora and bizzare and terrifying creatures. In attempting to cross a vast undreground sea, they encounter a strange tribe of reptillian creatures. Whilst staying there, vying factions attempt to sacrifice them, and a horrifying Overorld is summoned from beyond the Dark Veil. This two headed monstrosity lays waste to the saurian village. The group rescues a grey dwarf and they take his keelboat flee across the water. A few weeks later after battling denizens of the Dark Lake, they arrive at a city of the grey dwarves. They buy supplies, and have a number of adventures, before fleeing the wrath of the two headed demonic overlord that begins detroying the wharf front. A strange fungi creature leads them to its home, where more demonic activity is discovered. They manage to rescue about half the fungi people, who flee their city. A few weeks later they arrive at a large double cavern. Within is an ancient city of the Stone Giants, now ruled by their ex-slaves the deep gnomes. The group is proving their worth by reclaiming an area of the ruined city. Whilst sleeping at their Inn between forays, a sinkhole swallowed the Inn whole, dropping them into a network of tunnels and caverns below the city. This area is contaminated by a planar convergence of the Shadowfell. They are attempting to find a way back to the city, with the Inn's survivors.
They are - The Fallen: - mainly because everywhere they go bad :):):):) always happens LOL
Spinning Sky (Ranger 6th, Tabaxi)
Kaleb Fontyane (Fighter 6th, Human)
Elidyr Starbreeze (Wizard 6th, Eladrin)
Naron Lightbringer (Paladin 6th, Aasimar)
Gilginish Tureblade (Fighter 6th, Human)
 

Jeremy E Grenemyer

Feisty
Supporter
Nice work Amatiel.

I particularly like the part about Deep Gnomes having overthrown their Giantish masters. That conjures some pretty cool scenes and ideas in my head.

Looking forward to your future posts in this thread. :)
 

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