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Adventuring Company Names and What They Are Up To
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<blockquote data-quote="Jeremy E Grenemyer" data-source="post: 7049510" data-attributes="member: 12388"><p>I just can’t let the list from the previous post stand as is.</p><p></p><p>Let’s give five sentences or so of description to each of those adventuring bands. I might improve on the names too.</p><p></p><p>Oh, and before I forget: Most of the places mentioned in the descriptions that follow are found in the left hand third of the awesome Realms map included in the following free download from Wizards of the Coast (this is a direct download link to the pdf file): <a href="https://www.wizards.com/files/365_Backdrop_Cormyr.pdf" target="_blank">Wizards of the Coast</a></p><p></p><p></p><p>1. <strong>The Swordmaidens of Skull Gorge </strong></p><p>“Mind the swords in the sky,” are watchwords used by merchants that make the Skull Gorge and its environs part of their route. Grim rumor claims these blades—longswords all—float overhead, point down, before plunging into unsuspecting victims, and that each blade is a Swordmaiden transformed. That the Swordmaidens exist is not in doubt, as this all-female group of adventurers make at least one visit a year to Skullwatch, there to trade treasures and ancient coins found in the many caverns that riddle the steep walls of the gorge. Because lore among adventurers holds that the Swordmaidens are active along the north side of the gorge, most treasure seekers will not camp within a mile of its northern edge for fear of being impaled by night.</p><p></p><p>2. <strong>The Merchant Friends of the High Road </strong> (name change)</p><p>A goodly band of adventurers that avoid dungeons and ruins in favor of battling highwaymen, brigands and monsters that sometimes plague the merchants and travelers that journey along the High Road between Proskur and Easting. The Merchant Friends are welcome among the campfires of all but the most despicable of merchants. They count at least three priests among their ranks along with a dozen experienced warriors. Lore among merchants states that the Friends have no declared leader, and that it is wisest to address the Battlepriest of Tempus among their ranks as her opinion is held in high regard by her fellow Friends. The Merchant Friends fight from horseback.</p><p></p><p>3. <strong>Eight from Espar </strong> (name change)</p><p>The Eight claim to hail from Espar, in Cormyr. They wander a vast region bordered by the Skull Gorge to the north, the Stormhorns to the east, the Reaching Woods to the west and the Trader’s Road to the south. All are veteran adventurers as well as cutthroat killers. The Eight are led by a zealous priest of Bhall, Lord of Murder, that has perfected a curse that she now bestows on individuals that beg for mercy.[1] When they are not busy plotting the deaths of priests of goodly faiths—particularly if such are members of adventuring companies active in the region the Eight have claimed for themselves—each member of the Eight strives to slay at least one person per day in the name of Bhaal. The Eight are on good terms with the leaders of Darkhold.</p><p></p><p>4. <strong>The Wyvern Knights </strong> (name change)</p><p>The fang-shaped crags and steep mountains that comprise the Stormhorns are home to winged beasts of many kinds, including bad-tempered wyverns sporting venom so potent that it does not poison so much as melt, thus turning its victims into a flesh puddle the wyvern eagerly laps up before winging away to find another meal. These are the wyverns that the members of the Wyvern Knights intend to tame by any means necessary, and make into potent mounts. The Knights are comprised of hill-dwelling natives that have all grown up in the shadow of the western face of the Stormhorns, with the exception of a pair of sorcerers that call the fortress city of Greatgaunt home. The Knights count one Druid of Silvanus and a quartet of rangers faithful to the Forest Queen (Mielikki) among their ranks.</p><p></p><p>5. <strong>The Rusted Blades </strong></p><p>The Rusted Blades were a typical example of the sort of impoverished farmers that are “hired” (read: conscripted against their will) by agents from Darkhold, given rudimentary training and weapons, and made to march to the southern edge of Skull Gorge where dangerous paths lead down to the River Reaching. The Rusted Blades are one of a handful of such adventuring companies that have survived the decent, explored the caves that pockmark the gorge, and emerged with treasure that was promptly claimed by their Zhentarim handlers. The Zhentarim of Darkhold have long used this method to root out dangers in Skull Gorge, and to keep the population of farmers and ranchers to its west small and docile—the better to prevent them from rising up in revolt.</p><p></p><p>6. <strong>The Company of the Lucky Finch </strong> (name change)</p><p>This band of Cormyrean adventurers wander The Far Hills, and have spent the last two winters in Asbravn. They judged Hluthvar to the north to be too dangerous after repeated attempts on their lives by assassins in the employ of Darkhold. Despite their name, good fortune has yet to find the members of the Lucky Finch since their departure from Cormyr some four years ago; they’ve managed to find meager caches of coins and baubles sufficient to pay for food and shelter, but little else. If the story of their origin is true, then the Company of the Lucky Finch took their name from a bird native to Cormyr<strong><a href="http://www.enworld.org/forum/showthread.php?488643-5th-Edition-and-Cormyr-Flexing-My-Idea-Muscle-and-Thinking-Out-Loud/page6&p=7024958&viewfull=1#post7024958" target="_blank">that makes a habit of adorning its nest with shiny baubles</a></strong> (the better to attract a mate). One such nest produced gems sufficient to purchase gear and equipment to outfit the Company, and finance their journey west of Cormyr in pursuit of treasure.</p><p></p><p>7. <strong>The Cliffjumpers of Skullwatch </strong></p><p>Among the residents of Skullwatch one can find foolhardy individuals that make a sport out of leaping from the edge of the steep cliffs that mark the eastern end of Skull Gorge down to flat, barely-there strips of level rock that jut out from the cliff face. Provided they survive the leap, such persons then climb back up using only their bare hands and feet, and then do it all over again—this time aiming for landing sites further down. The Cliffjumpers long ago mastered the art of leaping, and have since journeyed west to explore both sides of the Skull Gorge. They are all expert climbers, and they make use of rope, a little magic, guile and acrobatic skill to access the hardest-to-reach caves in the gorge (as well as to make surprise attacks on the many foes and monsters to be found there).</p><p></p><p>8. <strong>The Shadows of the Reaching Woods </strong></p><p>The Reaching Woods bends to the northeast, where it is flanked to the north and south by trails that run to Corm Orp and Hluthvar. Residents of both towns are well aware of the Shadows of the Reaching Woods, for the later have conducted a brutal campaign of trap-laying, misdirection and slaughter. The Shadows do not harass the handful of farmers that live within sight of the Woods; instead they target prospectors, rival adventurers, agents of the independent cities to the south, of Cormyr, and of Darkhold, and woodcutters that fell trees without a care for tending to the woodland. Rumor holds that rangers and druids fill the ranks of the Shadows. The Masters of Darkhold believe this too, but they also know that priests of Malar lead the Shadows. The activities of the Shadows are of concern to Cormyr’s leaders as well, for fear that whatever the Shadows seek in the heart of the Reaching Woods will give them undue influence over Malar’s priesthood in Cormyr proper.</p><p></p><p>9. <strong>Tilver’s Readyblades </strong></p><p>A former mercenary captain-turned-adventurer leads this band of swords swinging warriors. Lore among adventurers states that the Readyblades are always keen to draw steel, fight fair (if not exactly honorably), and never leave a corpse without enough coins for a proper burial. The Readyblades are known in Cormyr, where they have been active in the vicinity of Griffon Hill and Halfhap. The expiration of their Cormyrean adventuring charter has led the Readyblades far to the west, and the High Road has seen them safely as far as Old Axe. They have decided to make for Maloren’s Rest, there to pursue rumors of armored warriors that melt in and out of the shadows. [2]</p><p></p><p>10. <strong> The Tankard Trolls of Fendarl’s Gate </strong></p><p>The waystop-town of Fendarl’s Gate—itself located halfway between Berdusk and Iriaebor—straddles the trade road that connects the two independent city states. Common among its few permanent residents are narrow, lidded tankards made of copper and brass that are embossed with repeating patterns depicting monsters of various types. The most popular of these depict lanky trolls with disproportionately large claws, fangs and noses that are as tall as the tankard from bottom to top. One such tankard served as inspiration for an adventuring company name, and so the newly minted Tankard Trolls cheered to eachother’s long life and future wealth before setting off to the Sunset Mountains to the north and east in search of adventure.</p><p></p><p></p><p>[1] This curse is a form of <em>geas</em> that requires the target to murder someone important to them—a family member, for example, or a trusted friend or acquaintance—within one year. If the cursed individual fails to perform the dread deed within the time allotted then their soul is torn from their body and is forced to linger silently near the priest, where it remains under his control and must do as he commands. These souls are used as silent, nigh-invisible spies by the leader of the Eight.</p><p></p><p>[2] These rumors are false, having been planted by priests of Velsharoon in the hopes of acquiring the fresh, vigorous blood of adventurers for use in rituals meant to free the vampire lords trapped in the mists that appear every full moon over the Tun River.</p></blockquote><p></p>
[QUOTE="Jeremy E Grenemyer, post: 7049510, member: 12388"] I just can’t let the list from the previous post stand as is. Let’s give five sentences or so of description to each of those adventuring bands. I might improve on the names too. Oh, and before I forget: Most of the places mentioned in the descriptions that follow are found in the left hand third of the awesome Realms map included in the following free download from Wizards of the Coast (this is a direct download link to the pdf file): [URL="https://www.wizards.com/files/365_Backdrop_Cormyr.pdf"]Wizards of the Coast[/URL] 1. [B]The Swordmaidens of Skull Gorge [/B] “Mind the swords in the sky,” are watchwords used by merchants that make the Skull Gorge and its environs part of their route. Grim rumor claims these blades—longswords all—float overhead, point down, before plunging into unsuspecting victims, and that each blade is a Swordmaiden transformed. That the Swordmaidens exist is not in doubt, as this all-female group of adventurers make at least one visit a year to Skullwatch, there to trade treasures and ancient coins found in the many caverns that riddle the steep walls of the gorge. Because lore among adventurers holds that the Swordmaidens are active along the north side of the gorge, most treasure seekers will not camp within a mile of its northern edge for fear of being impaled by night. 2. [B]The Merchant Friends of the High Road [/B] (name change) A goodly band of adventurers that avoid dungeons and ruins in favor of battling highwaymen, brigands and monsters that sometimes plague the merchants and travelers that journey along the High Road between Proskur and Easting. The Merchant Friends are welcome among the campfires of all but the most despicable of merchants. They count at least three priests among their ranks along with a dozen experienced warriors. Lore among merchants states that the Friends have no declared leader, and that it is wisest to address the Battlepriest of Tempus among their ranks as her opinion is held in high regard by her fellow Friends. The Merchant Friends fight from horseback. 3. [B]Eight from Espar [/B] (name change) The Eight claim to hail from Espar, in Cormyr. They wander a vast region bordered by the Skull Gorge to the north, the Stormhorns to the east, the Reaching Woods to the west and the Trader’s Road to the south. All are veteran adventurers as well as cutthroat killers. The Eight are led by a zealous priest of Bhall, Lord of Murder, that has perfected a curse that she now bestows on individuals that beg for mercy.[1] When they are not busy plotting the deaths of priests of goodly faiths—particularly if such are members of adventuring companies active in the region the Eight have claimed for themselves—each member of the Eight strives to slay at least one person per day in the name of Bhaal. The Eight are on good terms with the leaders of Darkhold. 4. [B]The Wyvern Knights [/B] (name change) The fang-shaped crags and steep mountains that comprise the Stormhorns are home to winged beasts of many kinds, including bad-tempered wyverns sporting venom so potent that it does not poison so much as melt, thus turning its victims into a flesh puddle the wyvern eagerly laps up before winging away to find another meal. These are the wyverns that the members of the Wyvern Knights intend to tame by any means necessary, and make into potent mounts. The Knights are comprised of hill-dwelling natives that have all grown up in the shadow of the western face of the Stormhorns, with the exception of a pair of sorcerers that call the fortress city of Greatgaunt home. The Knights count one Druid of Silvanus and a quartet of rangers faithful to the Forest Queen (Mielikki) among their ranks. 5. [B]The Rusted Blades [/B] The Rusted Blades were a typical example of the sort of impoverished farmers that are “hired” (read: conscripted against their will) by agents from Darkhold, given rudimentary training and weapons, and made to march to the southern edge of Skull Gorge where dangerous paths lead down to the River Reaching. The Rusted Blades are one of a handful of such adventuring companies that have survived the decent, explored the caves that pockmark the gorge, and emerged with treasure that was promptly claimed by their Zhentarim handlers. The Zhentarim of Darkhold have long used this method to root out dangers in Skull Gorge, and to keep the population of farmers and ranchers to its west small and docile—the better to prevent them from rising up in revolt. 6. [B]The Company of the Lucky Finch [/B] (name change) This band of Cormyrean adventurers wander The Far Hills, and have spent the last two winters in Asbravn. They judged Hluthvar to the north to be too dangerous after repeated attempts on their lives by assassins in the employ of Darkhold. Despite their name, good fortune has yet to find the members of the Lucky Finch since their departure from Cormyr some four years ago; they’ve managed to find meager caches of coins and baubles sufficient to pay for food and shelter, but little else. If the story of their origin is true, then the Company of the Lucky Finch took their name from a bird native to Cormyr[B][URL='http://www.enworld.org/forum/showthread.php?488643-5th-Edition-and-Cormyr-Flexing-My-Idea-Muscle-and-Thinking-Out-Loud/page6&p=7024958&viewfull=1#post7024958']that makes a habit of adorning its nest with shiny baubles[/URL][/B] (the better to attract a mate). One such nest produced gems sufficient to purchase gear and equipment to outfit the Company, and finance their journey west of Cormyr in pursuit of treasure. 7. [B]The Cliffjumpers of Skullwatch [/B] Among the residents of Skullwatch one can find foolhardy individuals that make a sport out of leaping from the edge of the steep cliffs that mark the eastern end of Skull Gorge down to flat, barely-there strips of level rock that jut out from the cliff face. Provided they survive the leap, such persons then climb back up using only their bare hands and feet, and then do it all over again—this time aiming for landing sites further down. The Cliffjumpers long ago mastered the art of leaping, and have since journeyed west to explore both sides of the Skull Gorge. They are all expert climbers, and they make use of rope, a little magic, guile and acrobatic skill to access the hardest-to-reach caves in the gorge (as well as to make surprise attacks on the many foes and monsters to be found there). 8. [B]The Shadows of the Reaching Woods [/B] The Reaching Woods bends to the northeast, where it is flanked to the north and south by trails that run to Corm Orp and Hluthvar. Residents of both towns are well aware of the Shadows of the Reaching Woods, for the later have conducted a brutal campaign of trap-laying, misdirection and slaughter. The Shadows do not harass the handful of farmers that live within sight of the Woods; instead they target prospectors, rival adventurers, agents of the independent cities to the south, of Cormyr, and of Darkhold, and woodcutters that fell trees without a care for tending to the woodland. Rumor holds that rangers and druids fill the ranks of the Shadows. The Masters of Darkhold believe this too, but they also know that priests of Malar lead the Shadows. The activities of the Shadows are of concern to Cormyr’s leaders as well, for fear that whatever the Shadows seek in the heart of the Reaching Woods will give them undue influence over Malar’s priesthood in Cormyr proper. 9. [B]Tilver’s Readyblades [/B] A former mercenary captain-turned-adventurer leads this band of swords swinging warriors. Lore among adventurers states that the Readyblades are always keen to draw steel, fight fair (if not exactly honorably), and never leave a corpse without enough coins for a proper burial. The Readyblades are known in Cormyr, where they have been active in the vicinity of Griffon Hill and Halfhap. The expiration of their Cormyrean adventuring charter has led the Readyblades far to the west, and the High Road has seen them safely as far as Old Axe. They have decided to make for Maloren’s Rest, there to pursue rumors of armored warriors that melt in and out of the shadows. [2] 10. [B] The Tankard Trolls of Fendarl’s Gate [/B] The waystop-town of Fendarl’s Gate—itself located halfway between Berdusk and Iriaebor—straddles the trade road that connects the two independent city states. Common among its few permanent residents are narrow, lidded tankards made of copper and brass that are embossed with repeating patterns depicting monsters of various types. The most popular of these depict lanky trolls with disproportionately large claws, fangs and noses that are as tall as the tankard from bottom to top. One such tankard served as inspiration for an adventuring company name, and so the newly minted Tankard Trolls cheered to eachother’s long life and future wealth before setting off to the Sunset Mountains to the north and east in search of adventure. [1] This curse is a form of [I]geas[/I] that requires the target to murder someone important to them—a family member, for example, or a trusted friend or acquaintance—within one year. If the cursed individual fails to perform the dread deed within the time allotted then their soul is torn from their body and is forced to linger silently near the priest, where it remains under his control and must do as he commands. These souls are used as silent, nigh-invisible spies by the leader of the Eight. [2] These rumors are false, having been planted by priests of Velsharoon in the hopes of acquiring the fresh, vigorous blood of adventurers for use in rituals meant to free the vampire lords trapped in the mists that appear every full moon over the Tun River. [/QUOTE]
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