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. Creating an adventuring company is optional and can be done only with the Game Masters consent before the start of the game. nless the Game Master mandates the use of a particular adventuring company, all the players have to agree to form a company. They 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. "f your gaming group decides to form an adventuring company, all of the player characters in the group must be members of the company and satisfy its membership re#uirements. $ikewise, new characters %oining the company must satisfy the membership re#uirements of the company. &ot every adventuring company concept is appropriate for every campaign and the Game Master is the final arbiter of which concepts, if any, are permitted his campaign. The Game Master might even choose to base an entire campaign on a given adventuring company concept. 'layers should feel free to e(pand upon the skeleton of the company concept they have chosen. 'irates should name their ship, criminal gangs should have a name for their crew, and so on. )uch embellishments help you breathe life into your character and the organi*ation of which he is a part. "f 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 characters careers. Arcane Order The "ron +ingdoms are home to many guilds and orders that e(ist to promote the arcane arts and esoteric sciences. The characters belong to one such group. They might representa small chapter house of a larger organi*ation 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 members of the organi*ation with an e#ual 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. &on/spellcasting characters are assumed to be guards and skilled e(perts in the employ of the order. Benefits, The company begins the game with a small guild house that includes servants0 #uarters, stable, kitchen, great hall, meeting room, member bedchambers, guest rooms, an arcane library and an alchemical workshop. 1ach character created as a member of the company gains one additional occupational skill level in $ore -Arcane. and treats it as a career skill regardless of his careers. 1ach Gifted character created as a member of the company also gains the Arcane )cholar ability -p. 234. at character creation -in addition to any other abilities granted by his career selections.. 1ach non/Gifted character created as a member of the company begins with the )hield Guard ability -p. 254.. Intrepid Investigators The pursuit of knowledge might be its own reward but like any pursuit6 it is not earned without cost. The characters are a group of individuals seeking a greater understanding of the mysteries of western "mmoren. They could be e(plorers, ghost hunters, tomb/robbing adventurers or perhaps an e(pedition from Corvis niversity tasked with cataloguing the more unusual flora and fauna of the Thornwood 7orest. "n the "ron +ingdoms, 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, 1ach member of the company must have at least one of the following careers, Alchemist Arcane Mechanik, Arcanist, Aristocrat, 1(plorer, "nvestigator, Military 8fficer, 'riest, or )py. Benefits, The company is able to seek funding for its activities through support from a ma%or university, financial backers, or private donations. 1ach month the company gains 299 gc for upkeep and e#uipment that can be spent any way the players see fit. 1ach character created as a member of the company can benefit from the starting "ntellectual archetype bonus -:2 on attack and damage rolls while in an "ntellectual character0s command range. from up to two "ntellectual characters simultaneously instead of %ust one. Law Dogs The characters are professional bounty hunters who make their livings tracking the most dangerous criminals and army deserters. A good bounty hunter must be ready to go anywhere the trail leads him, and so the law dogs regularly traverse the "ron +ingdoms with little concern for national borders or boundaries. "n the end, all that matters is getting their man. Requirements, 1ach member of the company must have at least one of the following careers, ;ounty <unter, <ighwayman , "nvestigator, Military 8fficer, =anger, or )oldier. Benefits, The characters in the company should be regularly presented with bounty opportunities. They are regarded as solid professionals by the various kingdoms and law enforcement agencies throughout western "mmoren. >hile pursuing a bounty, characters created as a member of the company receive :? on non/combat skill rolls directly pursuant to capturing the target and :? to attack rolls against their target. Mercenary Charter the characters represent a recogni*ed mercenary company possess a charter recogni*ed by most nations authori*ed by one of the "ron +ingdoms. The characters might be in the employ of a larger organi*ation like the )teelheads 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 of the company to be the captain. The captain then designate a lieutenant and a treasurer. 8ther members are sergeants. Benefits, The captain gains the &atural $eader ability, whether or not he meets the prere#uisites. Additionally, each character created as a member of the company begins with one additional occupational skill in one of the following skills, Animal <andling, Command @riving, Gambling, "nterrogation, Medicine, &egotiation =iding. OUTLAWS Crime does pay, but sometimes in blood. This lesson is learned by criminals across the "ron +ingdoms, from the streets of 7ive 7ingers to the vicious bratyas of the +hadoran underworld to the feral gangs of the Cry(ian port of ;lackwater. The characters are members of a close/knit game of criminals, ruffians, and thugs motivated by the promise of coin or blood for bloods sake. Requirements, 1ach member of the company must have at least one of the following careers, Alchemist, Cutthroat, @uelist, <ighwayman, 'istoleer, =ifleman, )orcerer, )py, or Thief. The players in the group should designate one member of the company to be the boss. The boss then designates the underboss, Benefits, The company begins the game with a hideout watched over by a network of gang affiliates who keep an eye out for dangerous rivals and the law. >hen a threat is spotted, the rest of the gang is #uickly alerted. The hideout itself consists of a meeting area, an administrative office, sleeping chambers, hidden cellars, and a number of secret e(its or hidden passages. 1ach character created as a member of the company gains the Gang and $anguage -7ive Cant. abilities in addition to any abilities granted by his careers. PIAT!S O" T#! $O%!& 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 "ron +ingdom either for their own purposes or even in the employ of the Cry(ian 'irate 7leet. 8r they might be recogni*ed privateers bearing a letter of mar#ue issued by the naval authorities of Cygnar, +hador, or 8rd. Requirements, 1ach member of the company must have at least one of the following careers, Cutthroat, 1(plorer, Military 8fficer, 'irate, 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. +nown throughout the secret coves and smugglers dens throughout the ;roken Coast, the crew can choose between do*ens of safe ports to lie low or finish repairs.
The captain gains the &atural $eader ability whether or not he meets the prere#uisites. 1ach character created as a member of the company gains the <it the @eck6 Ability. SP' I&( The characters in the company are intelligencers employed by a kingdom, ma%or organi*ation, or private concern. They could be members of the Cygnaran =econnaissance )ervice, agents of a noble house, or simply freelancers in the employ of the highest bidder. "n any case, they are practiced professionals in the art of espionage and surveillance. Requirements, 1ach member of the company must have at least one of the following careers, Aristocrat, "nvestigator, =anger, )py, or Thief. Benefits: Although the characters are disavowed if captured, they can count on material assistance from their employers. @epending on the mission undertaken, the characters in the company can receive speciali*ed e#uipment, access to safe houses, forged documents, uniforms, and so forth. Additionally, they can e(pect to call upon the intelligence resources of their employers before a given mission. Additionally, each character created as a member of the company begins with either the $anguage ability or one additional occupational skill level in one of the following skills, ;ribery, Climbing. Cryptography, @eception, @etection, @isguise, 1scape Artist, 1ti#uette, 7orensic )cience, 7orgery, Gambling, "nterrogation, "ntimidation, Aumping, $ock 'icking, &egotiation,, 'ickpocket, =esearch, =iding, =ope se, )eduction, )neak, or )treetwise. Thamarite Sept The characters in this company are part of a small Thamarite cult. They could be an organi*ed gang of cutthroats and street assassins who sacrifice their victims to the @ark Goddess, a group of shadowy occult investigators struggling to uncover the secrets of rcaen and earth while keeping beyond the reach of the 8rder of "llumination, or a pack of scheming aristocrats who stop at nothing to achieve their aims. >hatever their vocation, the characters can call upon a wealth of arcane power in addition to their own natural talents and contacts. Requirements, The characters in the party must either be devotees of Thamar or irreligious in their outlook. 'riests, )hamans, >arlocks, and the faithful of other gods cannot %oin this company. At least one character in the company must be a Thamarite Advocate, and only Thamarite Advocates are true members of the sept. All others are e(pendable pawns in their service, whether they know it or not. The players of Thamarite Advocates should choose the nominal leader of the group among themselves. Benefits , The company begins with a secret lair, likely in some subterranean sewer network, desolate slum, or aristocratic demesne. This lair includes a ritual room, library, corpse storage, and ample workshops along with several secret escape routes. 1ach character in the company gains one additional occupational skill level in $ore -Thamarite.. Thamarite Advocate characters begin with one additional spell of any level. 8ther characters gain $ock 'icking 2, =ope se 2, and )neak 2. ILLUMINATED ONES The characters are a band of "lluminated 8nes, witch hunters of the 8rder of "llumination. They are tasked with investigating cases of infernalism, mesmerism -mind control., and necromancy for the Church of Morrow. "lluminated 8nes take their work very seriously and have the legal authority to act as %udge, %ury, and e(ecutioners. Requirements, 1ach member of the company must be a devout human Morrowan and must have at least one of the following careers, "lluminated Arcanist -p. BB., "nvestigator, +night, or 'riest -Morrowan.. Benefits , The characters in the company are regularly dispatched to investigate cases of black magic. Though they have broad powers to conduct their investigations and enforce punishments -up to summary e(ecution., they are still e(pected to act as law/abiding citi*ens and faithful members of the Church of Morrow. 1ach character created as a member of the company begins with the "ron >ill ability and either a ;lessed melee weapon -flail, mace, maul, spear, or sword. or an 1(ecrator pistol -p. C3.. ;lessed weapons are magical weapons and have the ;lessed ability. ->hen making an attack with a weapon with the ;lessed ability, ignore spell effects that add to a characters A=M or @17.. UNORTHODOX ENGAGEMENT TEAM The battlefields of the "ron +ingdoms are unpredictable and dangerous places in which modern science intermingles destructively with ancient arcane rites, and even the best planning, training, and e#uipment cannot support every situation. @rawn from a variety of service branches, Cygnars unorthodo( engagement teams are sent in wherever they are re#uired, bringing with them a variety of e(pertise beyond the ken of more conventional military units. Gun mages and military arcanists provide support to trencher demolitions e(perts and )tormblade %ack marshals. =ather than fighting e(clusively on the front lines, 1 teams are often tasked with the trickiest, most dangerous, and sometimes strangest missions imaginable, which test their varied skills to the limits. Requirements, 1ach member of the company must be Cygnaran and must have at least one of the following careers, Arcane Mechanik, Arcane Tempest Gun Mage -p. B4., 7ield Mechanik, =anger -C=)., =ifleman -$ong Gunner., )tormblade, )tormsmith -p. BC., Trencher, or Cygnaran >arcaster -p. B4.. The players in the group should designate one member of the company to be the lieutenant. The lieutenant then designates a sergeant. Benefits , The characters in the company receive regular assignments and information of military significance. "n addition to any mission/specific gear re#uired, the characters can also e(pect to be resupplied with ammunition, grenades, and alchemical accumulators. greylords The characters are members and agents of the Greylords Covenant. @epending on their speciali*ations, the characters might be sent to plumb the depths of ancient ruins in search of arcane artifacts of value to the Motherlands war effort, uncover and eliminate traitors, see to the safety and protection of a great prince, annihilate representatives of a rival arcane organi*ation, or steal occult secretsDanything to further the cause of the +hadoran 1mpire. The characters must answer to their superiors within the organi*ation but have broad freedom in accomplishing the tasks assigned to them. Requirements, 1ach member of the company must be a human +hadoran and have at least one of the following careers, Arcane Mechanik, Greylord Arcanist -p. 243., @oom =eaver -p. 24B., 1(plorer, "nvestigator, Man/at/Arms, Military 8fficer, )oldier, )py, or +hadoran >arcaster -p. 245.. The company must include at least one Arcane Mechanik, Greylord Arcanist, or +hadoran >arcaster. 'layers in the group should designate one Arcane Mechanik, Greylord Arcanist, or +hadoran >arcaster to be the mag*iev, the leader of the company. Any other Arcane Mechaniks, Arcanists, and >arcasters in the company hold the rank of rastovik and as such are full members of the Greylords Covenant. 8ther characters in the company are considered to be agents in the employ of the Greylords Covenant or military personnel assigned to the command of the Greylords. Benefits, 1ach Gifted character begins the game with one additional Cost ? spell. 1ach non/Gifted character begins with the "ron >ill ability. Additionally, if there are any @oom =eavers in the company, the mag*iev begins the game with an 8rgoth staff -p. 2B3.. Khadoran military detail The characters are members of a special detail drawn from various branches of the +hadoran military. The group could include a >idowmaker sharpshooter, a +ossite scout, and a Man/8/>ar mechanik, all led by an "ron 7ang officer. =ather than fighting on the front lines, the group is tasked with various missions of a more subtle nature appropriate to the characters mi( of skills, such as infiltration, reconnaissance, and sabotage. The detail might include subterfuge behind enemy lines, conducting prisoner transfers, or tracking down dangerous criminals. All in a days work6 Requirements, 1ach member of the company must be a human +hadoran and have at least one of the following careers, Greylord Arcanist -p. 243., Assault +ommando -p. 244., 7ield Mechanik, "ron 7ang, Man/8/>ar -p. 2B9., =anger -woodland scout., =ifleman ->idowmaker., )oldier ->inter Guard., or +hadoran >arcaster -p. 245.. The players in the group should designate one member of the company to be the lieutenant. The lieutenant then designates a sergeant. Benefits, The characters in the company receive regular assignments and information of military significance along with the e#uipment necessary to carry out the mission. Additionally, the group can re#uisition up to 299 gc in +hadoran arms, ammunition, and gear each month. The lieutenant gains the &atural $eader ability whether or not he meets the prere#uisites. Additionally, 7ield Mechaniks in the company can begin the game with a +olstot labor%ack -p. 2C2. with up to ?99 gc in weapons instead of starting with a light labor%ack. Heroes of the Resistance The characters are members of the tattered remnants of the $laelese =esistance. They might be part of a heavily armed strike force operating out of =hydden or members of a sleeper cell operating in a city under +hadoran control. >hatever their situation, they are desperate patriots serving a fallen nation. They might no longer believe that their country can be restored, but they know for certain that it can be avenged. Requirements, =esistance fighters can be of any background provided they are dedicated to the cause of $laelese freedom. =esistance companies even include mercenaries in the employ of the e(iled $laelese aristocracy. The players in the group should designate one human $laelese member of the group to be the leader of the company. "n addition to leading his team, this character has the closest contact with the rest of the =esistance. <e often needs to attend clandestine meetings and report back to his team to pass on orders and vital e#uipment. The e(act nature of this communication depends on the specifics of the campaign. 7or e(ample, the leader could be part of a larger =esistance group based in =hydden, or he might have a single handler tasked with keeping in contact with his cell. The team leader should designate a second/in/command who can take over in case of his capture or e(ecution. Benefits, The company begins the game with a safe house somewhere in occupied $lael, either within a city such as Merywyn or in the occupied countryside. The safe house includes at least one secret passage providing an entrance and e(it. 1ach character created as a member of the company gains Connections, $laelese =esistance. The characters can e(pect to be tasked with difficult or seemingly suicidal missions by their superiors within the =esistance. )ince the characters represent the leading edge of the dwindling =esistance, they are unlikely to receive further intelligence related to their targets or significant material support in the form of weapons or supplies. The characters are granted broad latitude to plan and conduct missions of their own devising as long as they do not countermand standing orders or endanger other members of the =esistance or collaborating civilians. They might even be asked to conduct %oint operations with the &orthern Crusade from time to time. 1ach character created as a member of the company gains one Additional occupational skill level in one of the following skills, ;ribery, Cryptography, @eception, @etection, @isguise, 1scape Artist, 7orgery, "nterrogation, "ntimidation, or )neak. Noble Exiles After the invasion of $lael, numerous nobles were left bereft of their wealth and ancestral homes and forced to flee south to friendly nations. Attended by the few retainers that survived and remained loyal, these fallen aristocrats must find patrons at foreign courts or other means of filling their dwindling coffers. )ome members of the $laelese nobility harbor sympathies for the =esistance and seek the return of their rightful lands, but others might have committed treasonous deeds during the bloody days of the invasion and now hope to avoid those who know of their transgressions. The characters in this company are likely to interact with a broad range of individuals as they seek a means to improve their fortunes and return to some semblance of the life they left behind. Requirements, Any character can belong to the company. The company must include at least one $laelese character with the Aristocrat career. Aristocrat characters in the group should choose one among their number to be a baron of $lael, the highest/ranking noble in their company. &on/Aristocrat characters are assumed to be bodyguards, mercenaries, distant family members, servants, hangers on, or close allies of the e(iled aristocrats. Benefits , The baron gains the &atural $eader ability as well as :? on all social skill rolls against other members of the company. $laelese characters in the group begin with an e(tra 39 gc to spend on weapons and e#uipment. All characters in the group also begin with Connections -e(iled $laelese aristocracy.. Agents of the Crucible The characters are members of the 8rder of the Golden Crucible. They might represent a local guild house by conducting secret arcane research or providing alchemical products to the local population. They could also be traveling agents of the 8GC carrying out order business abroad. 8ccasionally the company may barter their services as mercenaries, especially if they are accompanied by members of the Crucible Guard. Requirements, 1ach member of the company must have at least one of the following careers, Alchemist, Arcane Mechanik, Arcanist, Crucible Guard -)oldier., or 7ield Mechanik, or >arcaster. The company must include at least one character with the Alchemist career. The Alchemists should choose one character among themselves to lead the company. Characters with the Alchemist, Arcane Mechanik, and Arcanist careers are members of the Golden Crucible. The non/Golden Crucible members are assumed to be mercenaries in their employ. Benefits, The characters begin the game with a small guild house or three large wagons -p. CC. with teams of draft horses. "n addition, the company begins with an alchemical lab -see "ron +ingdoms 7ull Metal 7antasy =oleplaying Game, Core =ules., either set up in their guild house or dismantled and stored on their wagons. 1ach character earns ?3 gc per month from the regular sale of alchemical goods. Ordic Naval Expedition The characters are the bridge crew of an 8rdic naval fighting ship. "n service to the ;roken )word, these characters are e(pected to operate within the code of their nations laws. They might conduct raids against pirates along the coast of 8rd or engage in e(ploration of new territories for their nation, but wherever they go, they do so as the fighting edge of the =oyal 8rdic &avy. Requirements, 1ach member of the company must be a human and have at least one of the following careers, Artillerist -p. E9F., 1(plorer, Marine -)oldier., Maritime 8rder of the Trident Arcanist -Arcanist., or 8rdic >arcaster ->arcaster.. At least one character must have the Military 8fficer career. The players in the group should designate one member of the company with the Military 8fficer career to be the captain. The captain then designates a first mate and other officers as appropriate. Benefits, The characters in the company receive regular orders and information of military significance. The characters can also e(pect to be resupplied with coal, food and water, ammunition, grenades, alchemical accumulators, and other supplies. The company begins the game with a small 8rdic fighting ship crewed by able/bodied sailors. The ship can find a safe harbor in any 8rdic port. 1ach character created as a member of the company gains Climbing 2, =ope se 2, )ailing 2, and )wimming 2. Crusaders The characters are members of a Menite crusade fighting the faithless outside the 'rotectorate of Menoth. They could be part of the &orthern Crusade fighting alongside the =esistance in $lael or covert warriors striking targets within Cygnar, +hador, or 8rd. The characters receive their orders from a ranking priest or 1(emplar and could be tasked with all manner of missions abroad. Requirements, 1ach member of the company must be a human Menite and must have at least one of the following careers, Allegiant of the 8rder of the 7ist -p. E35., Cutthroat -@aughter of the 7lame., 1(emplar -p. E34., Man/at/Arms -Temple 7lameguard., 'aladin of the 8rder of the >all -p. E3B., 'riest -Menite., 'rotectorate >arcaster -p. E33., =eclaimer -p. E3C., )crutator -p. E59., )oldier -@eliverer or 7lameguard Cleanser., or Gassal of Menoth -p. E3F.. The group must include at least one 'riest, 'rotectorate >arcaster, or )crutator character. The players in the group should designate one 'riest, 'rotectorate >arcaster, or )crutator to lead the party. Benefits , The characters in the company receive regular assignments and information of military significance along with the e#uipment necessary to carry out the mission. Additionally, each character in the group gains one melee or ranged weapon from the H'rotectorate GearI section below. The company leader gains the &atural $eader ability whether or not he meets the prere#uisites. Idrian Tribe The characters are the members of an "drian tribe that might -or might not. be allied with the 'rotectorate of Menoth. "n addition to seeing to their own survival, the characters engage in hunting, trading, and raiding across the ;loodstone Marches and beyond. They likely come into regular conflict with invading skorne and farrow as well as migrant trollkin kriels. 1ven if the characters are not directly associated with the 'rotectorate, they might trade with that nation or seek its protection on occasion. The characters are nomadic and could even range outside the 'rotectorate and the Marches. Requirements, The ma%ority of the characters in the band must be "drian characters. 8thers are tagalongs who have %oined the tribe for a time. $ikely the group includes a number of children or elderly &'C characters that must be cared for. 1ach "drian member of the tribe must have at least one of the following careers, <ighwayman, <orseman -p. 24C., 'riest -Menite., =anger, =ifleman, or )orcerer. Benefits , The players should choose a chieftain from among the "drian characters. The chieftain is the nominal leader of the band, though all "drian characters in the group have a voice and a vote in tribal discussions. Characters in the company gain the 1(pert =ider ability even if they do not #ualify for it and begin with a riding horse. Fringe Cultists The characters are part of a Cyrissist cult on the periphery of the Convergence, such as the Maidens 1#uation or the @isciples of the <armonics. >orking beyond the inner circle of the faith, fringe cultists toil in secret pursuit of their own uni#ue worship of the Clockwork Goddess. Requirements, 1ach character must be a worshipper of Cyriss. At least one character must have the "ntellectual archetype or be a 'riest of Cyriss. "f there are multiple priests or characters with the "ntellectual archetype in the company, they should choose one among their number to be the leader of the sect. All other characters are assumed to be his apostles and followers. Benefits, The leader of the sect gains the Team $eader ability as well as :? on all social skill rolls against other members of the company. All other members gain one occupational skill level in one of the following skills, Craft -metalworking., Cryptography, 7orensic )cience, $ore -Cyriss., Mechanikal 1ngineering, or =esearch. The Inner Circle The characters are members of the inner circle of the Convergence of Cyriss, with access to the highest #uality of astronomical, engineering, and research facilities. Additionally, they have the privilege of working and worshipping alongside some of the keenest minds in all of western "mmoren. Requirements, 1ach member of the company must be a worshipper of Cyriss and have the "ntellectual archetype, the 'riest of Cyriss career, or the Cyrissist >arcaster career. The company must include one or more 'riests of Cyriss. "f there are multiple priests, they should choose one among their number to be the leader of the company. Benefits, The characters have dedicated workshops and laboratories within one of the Convergence of Cyriss temple facilities -e#uivalent to a Mechaniks >orkshop.. They can enter or leave this facility at will and will be recogni*ed by its guardians. Additionally, each character gains the niversity 1ducation ability whether or not they meet the re#uirements.