Adventuring Companies
Adventuring Companies have a long and storied history on Magnamund.
An adventuring company is most often comprised of a small group of freelance individuals (2 - 12) with a diversity of combat and investigative skills. They often have a complement of warriors, at least one magician, and at least one stealthy member. But, as freelance organizations, there are no requirements concerning minimum skillset.
From nation to nation, adventuring companies are treated differently and go by different names. In Sommerlund and Durenor , they have been known as Far Squads and later as Adventuring groups. In the Stornlands they are known as Fire Teams. And, quite often, they are known as those damn troublemakers and ne'erdowells. Most nations have a love/hate relationship with adventuring companies. An adventuring company, by all accounts and history, can tip the balance in national or global conflicts and rarely behave according to any rules of engagement. By their nature, they are independent.
Some nations have taken to sponsoring adventuring companies, but culturally most companies are reluctant to take on long term contracts the likes of which are entertained by mercenary companies. The Sommerlund Adventurer's Guild has sprung up in Sommerlund , but it is completely independent of the crown.
An adventuring company is most often comprised of a small group of freelance individuals (2 - 12) with a diversity of combat and investigative skills. They often have a complement of warriors, at least one magician, and at least one stealthy member. But, as freelance organizations, there are no requirements concerning minimum skillset.
From nation to nation, adventuring companies are treated differently and go by different names. In Sommerlund and Durenor , they have been known as Far Squads and later as Adventuring groups. In the Stornlands they are known as Fire Teams. And, quite often, they are known as those damn troublemakers and ne'erdowells. Most nations have a love/hate relationship with adventuring companies. An adventuring company, by all accounts and history, can tip the balance in national or global conflicts and rarely behave according to any rules of engagement. By their nature, they are independent.
Some nations have taken to sponsoring adventuring companies, but culturally most companies are reluctant to take on long term contracts the likes of which are entertained by mercenary companies. The Sommerlund Adventurer's Guild has sprung up in Sommerlund , but it is completely independent of the crown.
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