Adventuring Companies

Adventuring companies represent groups of characters bound together for some purpose. The company provides a theme, special benefits, and a loose framework for a group of characters.

Players agree to form a company and then select one company concept for their characters. A group of characters gains the benefits of a single adventuring company; they cannot benefit from belonging to multiple adventuring companies. All of the player characters in the group must be members of the company and satisfy its membership requirements. Likewise, new characters joining the company must satisfy the membership requirements of the company.

Players should feel free to expand upon the skeleton of the company concept they have chosen. Pirates should name their ship, criminal gangs should have a name for their crew, and so on. Such embellishments help you breathe life into your character and the organization of which he is a part.

If your adventuring company gives your character an ability he already has from one of his starting careers, choose a new ability from any of your character’s careers.

The following adventuring company concepts are appropriate for the campaign. (Note that Intrepid Investigators and Pirates of the Broken Coast both require ALL characters to have a select list of careers as one of their chosen two.)

ARCANE ORDER

The Iron Kingdoms are home to many guilds and orders that exist to promote the arcane arts and esoteric sciences. The characters belong to one such group. They might represent a small chapter house of a larger organization or be the sole members of a smaller order.

Requirements: Any character can belong to the company. The company must include at least one character with the Gifted archetype. Those with the Gifted archetype are full member of the organization with an equal vote on decisions pertaining to the good of the order (or chapter house). The players should decide among themselves who the nominal leader of the group is. Non-spellcasting characters are assumed to be guards and skilled experts in the employ of the order.

Benefits: The company begins the game with a small guild house that includes servants’ quarter’s, stable, kitchen, great hall, meeting room, member bedchambers, guest rooms, an arcane library, and an alchemical workshop.

Each character created as a member of the company gains one additional occupational skill level in Lore (Arcane) and treats it as a career skill regardless of his careers.

Each Gifted character created as a member of the company also gains the Arcane Scholar ability at character creation (in addition to any other abilities granted by his career selections).

Each non-Gifted character created as a member of the company begins with the Shield Guard ability.

INTREPID INVESTIGATORS **

The pursuit of knowledge might be its own reward but like any pursuit it is not earned without cost. The characters are a group of individuals seeking a greater nnderstanding of the mysteries of western Immoren. They could be explorers, ghost hunters, tomb-robbing adventurers, or perhaps an expedition from Corvis University tasked with cataloguing the more unusual flora and fauna of the Thornwood Forest. In the Iron Kingdoms, many academics that spend time in the field learn their way around a pistol or sword, but few are unwilling to hire guards and assistants to accompany them on their sometimes-perilous research missions.

Requirements: Each member of the company must have at least one of the following careers: Alchemist, Arcane Mechanik, Arcanist, Aristocrat, Explorer, Investigator, Military Officer, Priest, or Spy.

Benefits: The company is able to seek funding for its activities through support from a major university, financial backers, or private donations. Each month the company gains 100 gc for upkeep and equipment that can be spent any way the players see fit.

Each character created as a member of the company can benefit from the starting Intellectual archetype bonus (+1 on attack and damage rolls while in an Intellectual character’s command range) from up to two Intellectual characters simultaneously instead of just one.

MERCENARY CHARTER

The characters represent a recognized mercenary company and possess a charter recognized by most nations and authorities of the Iron Kingdoms. The characters might be in the employ of a larger organization like the Steelheads Mercenary Company or they could be the only members of their charter. They have an easier time negotiating work as sell-swords than those without a charter and are members of a well respected if sometimes brutish profession.

Requirements: Any character can belong to the company The players in the group should designate one member the company to be the captain. The captain then designates a lieutenant and a treasurer. Other members are sergeants.

Benefits: The captain gains the Natural Leader ability whether or not she meets the prerequisites.

Additionally, each character created as a member of the company begins with one additional occupational skill level in one of the following skills: Animal Handling, Command, Driving, Gambling, Interrogation, Medicine, Negotiation, or Riding.

PIRATES OF THE BROKEN COAST **

The characters are pirates or privateers, the ranking officers of a small frigate. The characters might choose to be criminals of the sea, pillaging and looting the coasts of the Iron Kingdom either for their own purposes or even in the employ of the Cryxian Cryxian Fleet. Or they might be recognized privateers bearing a letter of marque issued by the naval authorities of Cygnar, Khador, or Ord.

Requirements: Each member of the company must have at least one of the following careers: Cutthroat, Explorer, Military Officer, Pirate, or Thief. The players in the group should designate one member of the company to be the captain. The Captain then designates a first mate.

Benefits: The company begins the game with a small pirate ship crewed by unwashed sea dogs. Known throughout the secret coves and smugglers dens throughout the Broken Coast, the crew can choose between dozens of safe ports to lie low or finish repairs.

The captain gains the Natural Leader ability whether or not he meets the prerequisites.

Each character created as a member of the company gains the Hit the Deck! ability.

Adventuring Companies

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