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The Grottoneers

They showed up out of nowhere to conduct a humble series of adventures across Ornity and Ossifrey. Once a team of furtive treasure hunters, they found a different and more dangerous purpose from the Duumvirate War. They began supplying small towns, escorting people across dangerous territory where they had become trapped, and became vital adventurers in the wartorn parts of Ornity. It was a sudden but natural transition, especially when they had the chance to help all the second-goers that began showing up. The Grottoneers still explore the ruined and hidden parts of the continent, but now they use their knowledge of the Span to repair its communities and bring its people to safety.   The team consists of three kobolds, who go by the names of Fennel, Tamper, and Thistle. There's also Logrunt; he's new.   Developments - Act I
Their employers are a small military guild in Ossifrey (the only place where something called a "military guild" is legal). The Grottoneers are proud to be some of the guild's most active explorers. In reality, they aren't treated as priceless adventurers, but as canaries for the coal mines. Despite being sent on missions without nearly enough supplies or manpower, they always seem to pull through.
  Developments - Act II
Once Imbre was liberated, the Grottoneers escaped their manipulative employers and relocated there. More fiery than ever, they expanded their business quite a bit, defending Imbre and exploring recaptured lands, even recruiting a new teammate, Gallant Silichonne.   Outside of the city, they've started taking on missions in which they make first contact with new wacu. But back in Imbre, they've been spending a lot of time at the recovered music hall; each of them has taken up bardic magic, and learned a variety of instruments. The Grottoneers are not only adventurers, but a traveling band as well.
Type
Adventuring Party

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