The King’s Ransom

The King's Ransom was a famous adventuring guild, known across the lands. The guild was first established in the year 33 of the Age of Adventurers and developed from a small adventuring group into one of the most influential adventuring guilds until its official disbandenment in the year 53 of the Age of Adventurers.  
Only those pure of heart and clear of mind can withstand the promises of gold and fame. But who ever said we're either of those two?
— Calier Arravani, leader of the King's Ransom
 

Organisation Structure

The King's Ransom was formed rather organically from the nine headed adventuring group by the same name and as such doesn't possess much organisational structure.
At the time of its disbandenment the King's Ransom consisted of a little over 100 members. There was no clear cut structure within the organisation apart from its lead.
The original nine members formed the leadership of the King's Ransom with the remaining members usually building their own teams in which they worked regularly.
The guild only received some more clear structuring when the different groups within the guild accidentally started competing with each other during missions. As a result of the ensuing chaos Rail Abanathy introduced a system of classes, every single member starting at D level.
Guild Levels in Ascending Order
D New Members, simple everyday tasks, low risk, low reward
C Slightly more dangerous, still fairly low risk & reward
B highly dangerous quests, appropriate reward
A live threatening quests, high reward
S congrats, you can go save the bosses (and the multiverse while you're on it)
Guild members were only permitted to complete quests according to their level. To advance to the next level, the majority of the leadership had to agree on giving an advancement quest to a member. These quests were usually seen to be the easiest on the next level and as such a decent challenge for those that wished to advance.
Additionally a quest board was introduced to make sure only one team from the guild could take a respective quest. Only those who had the quest note with them were permitted to complete the quest and receive the reward.

Public Agenda

In the public eye the guild stands for both causing, as well as solving chaos. They're generally known to have fairly cheap rates as well as sometimes working for free.
The original nine often said that their main goal was to have fun, drink a lot and survive the most exciting of adventures. As such they were often followed by quite some chaos, some people even starting to refer to them simply as 'Those Guys'.

Disbandment

The King's Ransom was eventually disbandened after the death of Calier Arravani. The other eight original members went their own ways. The remaining members spread across the lands, some joining other guilds, some forming new ones.
Despite their disbandment the guild and its members are still infamous across the lands and often receive quite the reaction upon being recognised.

For Gold. For Fame. For the Friends we made along the Way.

Year 33 - 53 of the Age of Adventurers

Type
Guild, Adventuring
Alternative Names
Arravani Adventuring Company (short: AAC)
The Monster Hunters
Those guys (often used derogatively)
Training Level
Professional
Location

Adventures on the Vermar Coast

Year 33 in the Age of Adventurers
6433 AF

  • 6433 AF

    10 Rainmoot

    A Nameless Adventuring Group
    Life, Career

    Calier Arravani starts his adventuring career by joining forces with Tori Sareyn, Thervan Eathalena and Vepar Lastar. They solve the mysterious disappearance of a noble's son, having been caused by him turning into a rat by a cure against all illness. The responsible gnome, a shifty looking fellow named Whiskers, escapes but they manage to turn anyone affected back into what they were before and are handsomely rewarded.

  • 6433 AF

    30 Rainmoot

    Orcish Peace
    Diplomatic action

    By negotiating between the village of Doriel and a nearby settling clan of orcs, Arravani's Group secures a lasting peace between the involved parties. Believing the Orc's to not understand common Arrvani used body language and interpretive dance to communicate with them. The negotiations were eventually lead by Vepar Lastar - all in very standard common which all involved parties understood.

  • 6433 AF

    3 Lowsun

    Theft of a Princess
    Criminal Activity

    Arravani's group is accused of kidnapping the princess of Nevari and rewarded a bounty of 5.000 platinum. Meanwhile Princess Lue Nevari - escaping the over protective clutches of her father - joins forces with the group, alongside her winter wolf Aro and her servant Rail Abanathy, bringing the total members of Arravani's adventuring group to seven.

  • 6433 AF

    7 Fellnight
    6433 AF

    8 Fellnight

    Dweller Invasion
    Military action

    On the height of the Astraval festival - which Arravani's group decided to spend in the city of Lothar - most, if not all major cities of the Vermar Coast are overrun by creatures from the Underdark. Arravani's group sets out to seek the reason for the sudden failing of all defences, descending into the depths below hrough Lothar's entrance to the Underdark.

  • 6433 AF

    10 Fellnight

    Fire in Mezzovaranth
    Disaster / Destruction

    Upon arriving at the Underdark city of Mezzovaranth, the group surrounding Arravani finds the city to be burning worse than the fire's of the Abyss. With combined efforts the group saves as many people as they can, though the fire's impossible to put out. In the process they join forces with the drow Laucian Baenre who offers his services as a guide through the Underdark.

  • 6433 AF

    14 Fellnight

    Deal with a God
    Celestial / Cosmic

    Finding the Dweller Below to be involved in the upper world's invasion, Arravani and his group negotiate with the god, eventually making a deal with him to call back the invasion in exchange for a still unnamed favour in the future.

  • 6433 AF

    15 Fellnight

    The Stars of Vestilar
    Metaphysical / Paranormal event

    As the group returns to the surface, now eight people including Baenre, a meteor shower brightens the night sky on the last day of Astraval. At the same time all members of the group hear a voice telling them to come west and find me.

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