Faction: Company of the Black Griffin

The Company of the Black Griffin (often just called 'Griffin Company') is a mercenary army commanded by the ageing Captain Larke. For a century now it has journeyed east, seeking fortune and glory.

Mercenaries, Travellers and Misfits. The main body of the Company is composed of traditional, military forces. Here you will find regiments of cavalry and infantry. Over its century-long journey it has gathered (and lost) troops from lands across the world and it has a fairly cosmopolitan mix of peoples.

Captain Larke also likes to keep around "specialists" for... sensitive missions. Amidst the ranks you'll also find war witches, spies, burglars and other misfits.

United by a Charter. The Company Charter is an ancient document that outlines the bylaws and core mission of the Company, as well as including a lengthy history of its decades-long migration east. Walter the Scribe (and penny-pinching bursar) keeps the Charter updated with it's current travels. The Charter is a massive collection of notes, torn scraps, scrolls and other miscellany collected over the years, all bound in black leather into a rough tome.

The Knothic Cache. The Charter begins with the Company's first contract: an ancient pact to return a trove of cursed artefacts called the Knothic Cache to the "Temple on the Hill". The pact is considered to be allegorical, but the cache is real enough... and extremely dangerous.

The Knothic artefacts are kept in a heavily armoured caravan and are guarded at all times by an elite phalanx. Only Larke has the key.

Black Griffin Crest. Members of Griffin Company are known by their crest worn on the shoulder and on shields: a rampant, black griffin on a gold background.

Dungeon Master Notes

Griffin Company is based loosely on Glen Cook's The Black Company so it's thematic for low-magic or gritty campaigns. It uses the faction rules from page 21 of the Dungeon Master's Guide.

You could focus a campaign around the Griffin Company, with player characters starting out as lowly fetches and working their way up the ranks. It's a good excuse to bring a group of disparate, combat-ready, adventurer-types together and unite them with a common purpose (or orders, as they are called.)


Beliefs and Goals

For Honour. Always fight with honour, or at least the appearance of honour (Lawful... ish)

For Gold. We fight for a reason and that reason is gold! (Neutral)

Missions

Typical missions involve:

Deserters Wanted Dead or Alive Desertion is the worst crime a mercenary can commit. All company members have a mandate to kill or capture deserters if they find them. Black Griffin commanders will frequently send out small parties of "fetches" (company bounty hunters) to bring them to justice.

New Contracts Contracts are the lifeblood of the company and characters that get clients to sign them are accorded immense respect.

New Recruits Hmmmm... actually, recruits are the lifeblood of the company and characters that get new recruits to sign up are accorded immense respect.

Renown Rank Perks
0 Private Camp Followers. You have contacts in the seedy underbelly of the camp allowing you to obtain illicit goods and services. When you're back at a Black Griffin encampment you can purchase fenced or black market goods and other, dubious services.
3 Corporal Command. You gain advantage on intimidation checks against Company mercenaries of lower rank.
10 Sergeant Guard Retinue. You are accompanied by a small retinue of four guard followers (page 347 of the Monster Manual) for protection.
25 Lieutenant Veteran Retinue. Your guard retinue is replaced with two veteran followers (page 350 of the Monster Manual).
50 Captain Cache Access. You have access to the Knothic Cache and can requisition one of the artefacts for the duration of an adventure. At your own peril.

Credits

Concept Grisly Eye Games