Companies of Tanyth


In the Free City of Tanyth, every aspiring adventurer, mercenary, thief, or mage must learn one truth: you’re worth nothing except your reputation. And the best way to build a reputation is to join a Company.

A Company is more than a team. It is your brand, your shelter, and your survival. Whether it is a handful of hardened cutthroats or five hundred uniformed operatives, Companies are the beating heart of the Tanyth underground. They take contracts, chase coin, and shape the balance of power one job at a time, all while trying to improve their reputation to secure better paying jobs.

Joining a Company

All new players must complete their first night under the guidance of a new player trainer. After this introduction, they are free to create their character and choose whether or not to join a Company. Players are encouraged to try out several different Companies before deciding which one to call home.

Some Companies are large and powerful, their names spoken with fear or respect throughout the city. Others are newly formed and hungry to prove themselves in Tanyth’s ever-shifting power struggles.

You Have Three Options

1. Join an Established Company
These are active groups already operating within the city of Tanyth. They have established reputations, resources, and the backing of Benefactors. Joining one of these Companies offers structure, support, and immediate access to missions and rewards.

2. Form Your Own Company
If you prefer to carve your own path, you can gather a group of at least five players and follow the steps outlined in the Form Your Own Company section. You’ll need to meet the minimum reputation requirement and secure a Benefactor willing to sponsor your rise. Without a Benefactor, a new Company cannot take contracts or build reputation.

3. Remain as a Permanent Mercenary
You may choose not to join any Company and instead operate as a freelance agent for hire. Permanent mercenaries are recruited by leading Companies each week to bolster their numbers during missions. While mercenaries earn standard rewards, they do not receive the bonus benefits granted to members of a victorious Company, unless their personal reputation reaches certain thresholds.

Form Your Own Company

To form a new Company, you must gather a group of at least five players and provide the following information:

  1. Company Name

  2. Motto (a short phrase that captures your group’s attitude or values)

  3. Focus / Playstyle (what kind of missions or gameplay your Company will pursue)

  4. Background (a brief history or founding story of the Company)

  5. Perceived or Ideal Reputation (how you want your Company to be seen in the world)

  6. Company Culture (internal values, structure, leadership style, or expectations)

  7. Traditions (any initiation rites, symbols, uniforms, or unique customs)

  8. Ideal Recruits (what kind of players or characters would be a good fit for your group)

  9. Submissions should be sent to:  info@kongaskreations.com.au

In addition:

  • The total personal reputation of all founding members must be at least 40 points to be eligible to start a new Company.

  • Your group must also secure a Benefactor willing to sponsor your rise. Without a Benefactor, a new Company cannot take contracts or earn Company Reputation, and will remain inactive in the city’s power structure.

Once the required information is submitted and the reputation threshold is met, a Benefactor will contact you if your application has been successful. Only then will your Company be formally recognised and permitted to operate in the city of Tanyth.

Creating a Company is a bold step, but in Tanyth, only those with a proven presence and strong support earn the right to rise on their own terms.

Playing as a Mercenary

Each week, players who are not part of the leading Companies, this includes both permanent mercenaries and members of other Companies not selected for the mission, may be hired to help fill out a team for that night’s mission.

Mercenaries earn the same standard rewards as all players on their side:

  • 2 copper coins and 2 personal reputation points if their side wins

  • 1 copper coin and 1 personal reputation point if their side loses

In certain high-stakes or story-driven missions, the losing side may receive no reputation, or in some cases, lose reputation, depending on the outcome.

However, mercenaries do not receive any bonus mission rewards that may be granted to members of the victorious Company, such as extra treasure, rare items, personal favors, or forbidden knowledge.

Choosing to play as a mercenary offers freedom and flexibility. You can take part in missions without being tied to a single Company, but you miss out on long-term narrative connections, political influence, and exclusive Company rewards.

Examples of Existing Companies:

1. The Ashen Vow

Motto: "We burn to cleanse."

Focus: Hunting the corrupt, purging forbidden magic, enforcing harsh justice.
Playstyle: Combat-focused, mission-oriented, with strong moral overtones and internal codes of conduct.

Background: Born from the ashes of the Great Plague, this Company was founded by a disgraced inquisitor who claimed the city was rotting from within. The Ashen Vow was formed to root out dark magic and execute those deemed threats to the city’s soul. Over time, they have become militant and uncompromising.

Reputation and Culture: Feared, respected, and often unwelcome in polite company. Their reputation for brutal efficiency makes them powerful but dangerous allies. Inside the Company, discipline is everything, and failure is met with severe consequence.

Traditions: Recruits must confess their darkest sins before a burning brazier as a test of honesty and commitment. Veterans wear ash-grey cloaks marked with a flame symbol, representing their oath to cleanse corruption through fire and judgment.

Ideal Members: Great for players who enjoy intense combat, strict codes of honor, moral grey areas, and internal drama.

2. The Velvet Coil

Motto: "Whispers move mountains."

Focus: Espionage, manipulation, and political intrigue.
Playstyle: Roleplay-heavy, with a focus on secrets, subterfuge, and influence over brute force.

Background: The Velvet Coil operates from salons and backrooms, trading in secrets and shaping the city from the shadows. Some say they began as a circle of courtesans and spies who outlived their patrons. Now, they whisper in every ear that matters.

Reputation and Culture: Elegant, mysterious, and dangerous. They are rarely seen in open combat but are known to destroy reputations and ruin enemies without ever lifting a blade. Inside, the Company runs on favors, social games, and power plays.

Traditions: Members wear velvet pins that signify rank through color. Initiates must complete a task involving deception, persuasion, or seduction to earn full status.

Ideal Members: Perfect for players who enjoy courtly intrigue, manipulation, information warfare, and complex social interactions.

3. The Argent Crows

Motto: "No secret stays buried."

Focus: Exploration, relic hunting, and uncovering hidden knowledge.
Playstyle: Discovery and investigation focused, with puzzle-solving and lore-driven missions.

Background: Formed by former scholars and grave robbers, the Argent Crows specialize in retrieving rare items, lost texts, and forbidden artifacts. They walk a fine line between curiosity and madness, digging through ancient ruins and magical vaults in search of truth.

Reputation and Culture: Seen both as valuable and untrustworthy. Their obsession with knowledge often leads them into places best left forgotten. Within the Company, knowledge is currency and secrets are power.

Traditions: Crows wear silver rings inscribed with glyphs from their greatest find. New members must recover or steal something "thought to be lost."

Ideal Members: Best for players who enjoy exploration, lore, problem-solving, and discovery-focused play.

4. The Iron Pact

Motto: "Ours is the contract that binds."

Focus: Elite mercenary work, contract enforcement, and battlefield leadership.
Playstyle: Combat-focused, strategic, with a strong emphasis on tactics, logistics, and honor among mercenaries.

Background: Founded by ex-military officers, the Iron Pact is built around strict contracts and tactical precision. They do not pick sides unless paid, but once bought, they see the job through. Their word is iron.

Reputation and Culture: Respected, feared, and predictable. Known for never breaking a contract and never leaving a job half-finished. Internally, they operate with military hierarchy and a code of professionalism.

Traditions: Members swear a blood oath upon joining, binding them to the Company’s code. They wear red-and-bronze to reflect their affiliation.

Ideal Members: Ideal for players who enjoy structured combat, leadership roles, and tactical play.