Alignment: Neutral
Headquarters: Augustana, Andoran
Leaders: Founding Members Isadora Neesha'Varg & Lariss Bardo, Lucretia Baroph (f ½ elf Exp12) handles day-to-day running of the company,
Prominent Members: Gray (Pld6/Duelist3), Rhianna (Evo9), Camus (Rog7/Ftr2), Sarah Elizkan (f ½ elf Brd9)
Structure: Adventuring company but run more like a business or guild
Scope: National (but will take jobs and sponsor quests outside of Andoran)
Resources: The Roost (see below)
Structure and leadership
Bookkeeper Lucretia Baroph handles the day-to-day management of the company and the hiring and vetting of new employees. Three lieutenants, retired adventurers (despite their apparent youth), work hand-in-hand with her: Gray, a paladin of Sarenrae that wears, oddly enough, no armor, his twin sister, a powerful evoker named Rhianna, and head engineer and resident trapsmith Camus, a man who was once probably quite handsome but now bears bizarre scars that stretch from his brow down his face and around his throat. All three of them share a very strange accent and obviously haven't been in Augustana, possibly all of the Inner Sea region, for more than a few years, at best.
Eleven employees work under Lucretia: Staven Brightsteel, the weaponsmith (m ½ orc Exp12) and his human apprentice Nilsa (f Exp3), armorer Serge Gimrock (m dwarf Ftr1/Exp5), the librarian/cartographer Manuela Brenhil (f Brd1/Exp5/PathChron1), the cook Dec Greens (m ½ elf Exp5), 2 grooms (m Com6, m Com2), 2 maids (f ½ elf Com4, f Com2). Derrik of Irori (m dwarf Clr7) acts as chaplain, performing healing magics when necessary and crafting potions for sale to members of the company. All of the employees have quarters in the compound.
As of summer, 4711, there are around thirty current dues-paying members of the Raven Company; in a situation likely inspired by Isadora and the recently deceased Claire, there are actually more female Ravens than male. There are two mid-level groups (one led by the rogue Hoke the Quick and the other by the female half-elf cleric Selitay of Pharasma), one low-level group dubbed The Mascots, and the five surviving members of the defunct Order of the Rose, a thieves guild from Brastlewark. The rest of the Ravens are “free agents” without ties to specific parties, and include, among others, two female barbarians (a human and an elf, both from the Realm of the Mammoth Lords), an evoker, and a gnome diviner.
Goals
The Raven Company has no specific goals outside of funding adventurers, although Lucretia has made efforts in making the Company into a more public entity, selling their services as bodyguards and armed escorts. The Ravens also move quickly to defend the city of Augustana when threats arise, fighting side-by-side with the city militia.
Public Perception
The original Raven Company was instrumental in saving the city of Augustana (a fact unknown to the general citizenry until after the Startree disappeared into the night sky in the summer of 4710). Since then, the Raven Company has become a fixture in the city. Isadora Neesha'Varg & Lariss Bardo, and their charges Tonus and Karison Nee'tholm are recognized on sight by most guardsmen and even several members of the ruling council. There are occasional whispers of shady dealings but less than with some of the other mercenary companies in Augustana, and the citizens of Augustana still consider anyone with the Raven crest a hero of the city. In addition to the city folk, rumors persist that the Ravens have earned the favor of Regional Governor Willem Bearson, the Andoran's Golden Legion high command, and the Linnorm Kings, and the followers of the reborn Church of Curchanus; the fact that the followers of Norgorber are outspoken in their hatred of the founding members only adds to their fame.
Member Duties
Monthly dues are 5 gp/level. Members must keep the Company apprised of abilities and notify if they are leaving the area for an adventure or quest. Members must be willing, if asked, to embark on a quest to rescue or discern the fate of other missing guild members (but are not required to accept these types of missions more than once per year, if that often). Members are expected to tithe 10% of any treasure from non-Company sponsored adventurers and 25% of Company-sponsored adventures.
Benefits
Members can request a search and rescue if they don't return by a specified date (but if a rescue is mounted, 50% of any treasure from that adventure goes to the rescuers, after the tithe). Breakfast and dinner are available to all members (common meals; good meals and/or better drink may be purchased from the house at a slight discount) and common barracks-style housing is available to all active members (there are semi-private rooms that may be purchased for an additional 8 gp/month; a private room costs 15 gp/month), as well as full use of the library and the maps within it. Members pay half the regular price for normal weapons, armor, or repairs purchased at the Roost and can negotiate any spell-casting from other members (the generally accepted rate is 50% of the normal price, not including any rare components). There is also a standing reward for any information related to a strange cleric who worships no god but somehow is still able to summon divine magic; the reward is offered directly from Gray and Rhianna.
The Roost
All told, The Roost covers about one-third of a city block in downtown Augustana and could comfortably house over a hundred people; with some rearranging, almost double that many people could be managed. In addition to newly constructed buildings, older buildings (including an inn, a tavern, and a smithy) have been incorporated into the main structure, creating one huge building more akin to a barracks than a guildhall.
Ground Floor: entry foyer, main office, gathering/dining/drinking hall (including Posting Board for missions, quests, etc), chapel, armory, kitchen, larder, common quarters, 12 semi-private quarters, bathhouse, servant quarters, lieutenant quarters
Courtyard: well, outdoor training/sparring area, outdoor bathhouse, stable, smithy, outhouses
2nd Floor: 10 private quarters, 6 semi-private quarters, kitchen, private larder, private armory, library
Basement: common quarters, 2 private quarters, large meeting hall, trophy room, common area (rec room), private meeting rooms, 2 separate indoor training areas (one for combat & one for rogue-style skills), records room/treasury, wine cellar, larder
Exterior walls: 1' thick stone walls (hardness 8; hp 90, Break DC 35, Climb DC 25)
Exterior doors: 2” thick reinforced wooden doors (hardness 5, hp 20, Break DC 25, Open Locks DC 30)
Interior walls (1st and 2nd floor): 6” thick wooden walls (hardness 5, hp 60, Break DC 20)
Interior doors (common areas): 1” thick wooden doors (hardness 5, hp 10, Break DC 13, no locks)
Interior doors (private rooms): 1” thick wooden doors (hardness 5, hp 10, Break DC 20, Open Locks DC 30)
Interior doors (armory): 2” thick reinforced wooden door (hardness 5, hp 20, Break DC 30, Open Locks DC 30)
Interior walls (basement): 1' thick stone walls (hardness 8, hp 90, Break DC 35)
Interior door (treasury): 2” thick reinforced wooden door (hardness 5, hp 20, Break DC 30, Open Locks DC 35)