Adventure Incorporated

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Campaign 2[edit]

Adventuring in New Meritta is once again on the rise. Over the last three hundred years, since Shadowfall, adventuring has been a dying artform. As the monsters of darkness receded, the need for those daring and adventures to slay them disappeared. As magic left the world the world didn’t need delving into dangerous temples and dungeons of old. But then magic came back; and with it has come exactly the kinds of things Adventure Incorporated used to be the best at.

In the old days there were hundreds of adventuring companies. As work dwindled they all fell away, unable to maintain the fees and licensure from the empire to remain in business during the dark times. Adventure Incorporated endured. Ancient laws from the first emperor made Adventure Incorporated exempt from the adventuring fees (much to the chagrin of those who would try to compete with them) and has made Adventure Incorporated a mainstay of the empire. Still, as the magic flooded the world and work began anew, it did not take long for the competition to catch up and even surpass Adventure Incorporated. While it is still a known name in adventuring, there are many outfits larger than Adventure Incorporated, notably the Hero Syndicate.

Campaign 1[edit]

Adventure Incorporated is one of the premier adventuring companies in New Meritta. They furnish contracts of all levels from small villages to kingdoms. Their headquarters is in Mughammara, Carapath and they house and staff about 400 adventurers. The site of Adventure Incorporated appears to be of some importance to Gorm's ritual.

Founding[edit]

Adventure Incorporated was founded by five adventurers around the year 1515 3A. Adventuring groups were common, but one of the founders, Maerifa, believed a group dedicated to taking jobs with redeeming value instead of just high coin values could build a strong reputation. They sought out other heroes to join with them. The first hero Maerifa connected with was Klug, the affable half-orc who was obsessed with fighting to his detriment. Constance Redbridge was next, a master hunter who could help Maerifa track contracts. With some reluctance, Maerifa accepted Viltroth into their ranks. They had a lot of interactions with Viltroth but his dark pass and power source were a point of contention. Ultimately, Maerifa felt as thought he best way to protect Viltroth was to keep an eye on him. Finally, Thanlon Life joined the team as a way to work out the stain on his conscience.

Together they took many contracts that brought them wealth and prestige. They were able to convince King Elletrix to grant them a parcel of land in Carapath and founded Mughammara. The group of five was split up shortly there after when Viltroth was shunted into a portal while fighting the Lich. [1]

Adventure Incorporated Teams and Members[edit]

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