The Company

The Company

### Members

Fairna Gibby, Fiinil Gibby, Kaenag Firewolf, Tyrrosh Firewolf, Elarynia, Quin'wra-do, Qhono, Benessa Gibby, Alexis Ashwing, Mankarion Direnni

### Social rank

Mercenaries

*"We're the good guys, we swear!"*

**The Company** is a travelling mercenary company. It was founded by Fairna Gibby after her former company broke apart, due to infighting between members. While not all members of The Company are mercenaries, all of them play a vital role in helping the organisation advance and be able to do their contracts.

While The Company is a travelling group they tend to frequent the Western side of Tamriel.

## Contracts and recent History

### The Iron Senche's Fall

One of the Company's first contracts was a personal favour for Rah. His sister, S'nita, had sought them out in Rimmen, requesting her brother's return to their hometown in Hamerfell, to assist her murder plot against their adoptive father for his years of abuse of her and her siblings. Rah, and the Company, agreed to follow after she also mentioned a curse that had been put on Rah and herself ever since they were children, one that made them lose full control over their actions. After S'nita started a civil war amongst the mercenaries her father lead, Fairna managed to lift the curse from Rah with the help of two Liches that Ryn had summoned. With Qhono staying to protect the exhausted mages, Fiinil, Tyrvarion, and Rah went to face Relvlith who almost killed Fiinil in combat before he got literally torn apart by his adoptive son.

### The Suffering Guardian

With the members of the Company back together and resting at Ryn's cave in Craglorn, Fairna recieved a letter from a distant ally who delivered the journal of Tyrvarion and Tyrrosh's late father. With the journal being held shut by a magical force, the Company made their way to Markarth to ask the head of the Firewolf Clan, Nivian, the Tyrs' grandmother, for her aid. Nivian managed to open the journal which revealed that the spirit of Roshan was bound to a Briarheart tree in the territory of the Lifestalker Clan. Fairna, Tyrvarion, Tyrrosh, Qhono and Ryn travelled to said tree and managed to both free Roshan's spirit, releasing him to Aetherius, and find his remains to provide him a proper burrial.

### The Riven Triad

Qhono requested for the Company's next stop to be at his home, the Silverhoof Vale in Rivenspire. Qholeen, his cousin, hired the Company to protect a caravan she was aiming to transport from the Silverhoof Vale to Northpoint, while also warning them of the so called Riven Triad, an organisation attempting to prevent new merchant businesses from rising in Rivenspire using whatever means necessary. The caravan got attacked during it's travel and Qholeen got kidnapped by a portal that closed as quickly as it appeared. While Ryn, Fiinil, Qhono and Tyrvarion managed to defeat their attacker who turns out to be Benny Two-Thumbs, head of The Crickets, a smuggling ring, and one of the three leaders of the Triad.

Benny revealed that another leader of the Triad, the Spire Khan, was a Horseman of the Silverhoof Vale who had gotten exiled many years prior. With this information under their belts the Company made their way to free Qholeen from her captors, now also aided by Benny. Her captor turned out to be Proctor Zebediah Starrick, the head of the Dragonstar Caravan Company's Rivenspire Expedition, and the third member of the Riven Triad. After a more annoying than challenging fight, the members of the Company decide to spare Zebediah's life and rather make his husband pay a ransom for his freedom.

Shortly after their return, the Spire Khan decided to attack the peaceful Horsemen. Thanks to the Company few lives were lost, but Fiinil got gravely wounded by the Khan himself after a fruitless assassination attempt. The Spire Khan and the Horsemen under his command decided to spare Silverhoof Vale, but he challenged Qhono and the rest of the Company, to meet him on top of a cliff overlooking the Vale, to fight. Before their departure to the requested location, the Tribe's elder, Qhono's grandmother, revealed to the group that she had raised the Spire Khan herself, and that he was also very close with Qhono's mother during his youth. Although she knew they had to fight him, she asked them to spare his life it came to it. Despite this, the Company still went to meet him atop the cliff. During this fight, Rah, Ryn and Fairna got heavily wounded, but in the end, the Spire Khan hung from the cliffside, at the mercy of Qhono who, when he learned that the Spire Khan was his father, and that his tribe let his mother die, was too shocked to take action by himself. Due to the advice of his friends, he decided to kill his own father, letting him fall to his death. While the Silverhoof Tribe was now safe from the threats of the Khan, Qhono had left without a word by the dawn of the next morning. Furthermore, due to the wealth gained by the caravan to Northpoint, as well as Spire Khan's attack showing that Silverhoof was weak, the tribe was now in a precarious position. For their own safety, the entire tribe migrated to their summer pastures up in the King's Guard mountain, leaving Silverhoof Vale empty for the moment.

### The Involuntary Noble

After defeating the Riven Triad, Fiinil received a letter that urged him to defend his lands that were passed on to him. Now with a new member, Benny Two-Thumbs, with them, The Company journeyed to the barony of Essford, which was in the middle of a succession crisis. An old adversary of Fiinil, House Juvel, believed to have been wiped out, seemed to have a survivor, who was keen on getting Essford back under Juvel control. This new foe, Azrael Juvel, had taken control of Ashton Castle, just outside of Essford. Furthermore, he had hired a Direnni mercenary named Celenor, who, along with his Orc soldiers, had begun sieging the town. Ryn, Benny, Fin, and Rah dispatched of the Orc mercenaries, though Celenor, who stopped fighting due to deciding to no longer work for Azrael, flew away on his gryphon.

Later, The Company heard rumors that Azrael Juvel, who was a fanatic of the Old Gods, had been sacrificing kids taken from Old Ashton, a village just ouside of Essford. Enraged, and seeking to end this enemy once and for all, Fin, Benny, and Rah journeyed to Ashton Castle to face Azrael, while Tyr freed the captives that were being held there.. There, Benny used Azrael's fanaticism against him, by disguising himself as the very Gods Azrael was worshipping, using illusion magic. Although it took some convincing, Azrael finally surrendered to his "Gods", and was captured by the Company.

After being held by them for a brief while, ~~and perhaps some lighthearted torture~~, Fiinil finally executed Azrael, finishing the threat of House Juvel once and for all.

### The Wolf leading the Lions

Since his curse had been broken Rah had shown signs of the control he had over his Lycanthropy slipping, even going as far as him almost attacking two orphan children when percieving them as a potential threat. The two children were then adopted by Ryn and the decision was made to bring Rah to Sentinel to be taught control and more about the nature of Lycanthropes by an old acquaintance of Fiinil, Ri'Zaka.

While Rah learned both the Khajiiti martial arts and Bosmeri teachings of Y'ffre, the rest of the Company had to deal with an artifact that Fiinil had hidden after retrieving it for his superiors. The artifact made each member in it's area of effect see either their biggest fear, biggest wish or their ideal future before their eyes, made up of hallucinations. After managing to deactivate it, Ryn made Twig take it to her cave for safe keeping.

### The Gambler's Fallacy

Benny Two-Thumbs, the group's illusionist, requested the help of the Company regarding a personal matter. He revealed the truth about himself and his past. He had memories of four different lifes, four different people, in his head. An urchin, betrayed by his own troupe. A slave, who broke free only to deal in slavery himself afterwards. A noble, who lost his home and his family to Orcs. And a merchant, owing large debts to loan sharks. All of these memories ended in one place- bargaining for power in a shrine to Clavicus Vile.

Benny and Fiinil had already begun researching evidence or lack thereof about these past lives, before the rest of the group was even aware of this. Their findings suggested that the merchant did not exist, but the urchin and slave were, in fact, real people. Only one lead was left remaining: The noble. To uncover the truth, Benny asked the Company to help him break into the archives of Castle Wayrest, and that after he found the information he was looking for, to help him make another deal with Clavicus Vile - this time to return him to his original self. While Tyrvarion and Ryn went to the local Wyrd coven to search for shrines to Clavicus Vile, Fin, Fai, Rah, and Benny went to Castle Wayrest. Using Fin's nobility to gain entrance to the archives, they found a book of noble houses, with Benny recognizing a coat of arms which he had never seen before. House Mariposa.

While it wasn't the exact evidence he was looking for, Benny was sure he had a connection with this house in his past life. Using a map Tyr and Ryn got from the Wyrds, and also with some scrying, they managed to locate the shrine which Benny originally made the deal in. Together, they journeyed to a place called Westmark Bluff, to face the Prince of Bargains - and hopefully come back alive.

The statue of the Prince mocked them as they entered his shrine, but upon receiving a gift, a crate full of filled black soul gems, the Prince agreed to play along with the mortals. He told the group that, while the "merchant" was a fabrication of his own, Benny's memories of the urchin, the slave, and the noble, were rooted in reality...at least in some ways. According to Vile, Benny had come to Him to get "Power to make Reality Falsehood". The Prince gave him great power in illusion magic...but also made his "reality" a "falsehood", shattering his memories and jumbling them into his head.

When Benny requested another deal, one to return himself to his old self, the Prince challenged them to a game. He would present three portals leading to three puzzles, and should they succeed, He would agree to make a deal. Should they fail, however, Benny would lose his soul. After succeeding in these challenges, the Prince of Bargains revealed the whole truth: Benny used to be a young woman named Benessa Mariposa, and He did not just shatter her memories, but also changed her form as well. The Prince presented a deal: Benny could become Benessa again, but he would forget everything he has lived as Benny Two-Thumbs. Benny, after saying his farewells to his friends, and telling them to look after Benessa, accepted the deal, essentially "dying" as he returned to his old self. While Benessa was extremely confused and suspicious about the strangers greeting her, she eventually went along with them, joining the Company.

### The Return of the Dark Mare

The Company received a letter from a man called Khubilai Steelhooves, head of a quickly rising, Rivenspire-based business called the Steelhooves Trading Company. The letter indicated that he knew where they could find Qhono, and that he wished to hire The Company to escort him to Qhono's location. The man had also sent a similar letter to Alexis Ashwing, who was an old friend of Qhono. The Company and Alexis met each other and Khubilai Steelhooves in Shornhelm, and escorted the man to Qhono's location. On the way, they learnt that Khubilai was a Horseman, a blacksmith, and something called a "Rhapsodist", which could supposedly bring stories to life.

When they found Qhono, they learnt that he had changed. After killing his father, he seemed to have lost his sense of mercy, and he started to dedicate all of his waking hours into slaying bandits and criminals in an effort to keep people safe. Meanwhile, Khubilai explained why he wanted to meet with Qhono. He warned him of a "prophecy" that there was a "Chosen One of the Dark Mare", and a time would come where them and Qhono would have to duel for the fate of the world. While the others chalked most of the so-called "prophecy" as Horsemen superstitions, it was clear Qhono and Khubilai believed in it, and they agreed to help the Horsemen.

Qhono first wanted to take care of a smuggler group he had his eyes on before focusing on the prophecy. Conveniently, Khubilai later notified them that cultists of the Dark Mare had dealings with those same smugglers, and they could take out both enemies in one blow. The Company journeyed to the cove of "The Crickets", and managed to not only slaughter and push out the smugglers from the cove, but also defeated one of the cult's leaders, Layla the Sea-Khanum. However, during the battle, Qhono was poisoned, and Khubilai urged them that only a Horseman shaman or elder could treat this kind of poison, and with his suggestion, they carried Qhono to Silverhoof Vale.

There, however, The Company was betrayed. Khubilai locked them in one of the caves by warding them in, and kidnapped Qhono. He revealed his true nature, that he was one of the leaders of the Dark Mare cult, and that he planned to force Qhono to fight in a ritual that would apparently free the Dark Mare from the place she was sealed in. Furthermore, he revealed that he was the one who forged the glaive of the Spire Khan, in exchange for his help in a "ritual" to create the Dark Chosen. After taking Qhono, he left the Vale, leaving the Company locked up, but not killing them. Soon afterwards, with the aid of an old ally, Zebediah, the group broke out of their prison, and regrouped to plan their next step.

Alexis knew of the place where the ritual was likely to take place. An abandoned Barony now called "Twilight Wastes". The group journeyed into the Barony to get a lead on Qhono's location, attacking the base of the cultists, a place called Darkstride Grove. There, they fought against the cultists and a woman called The Matriarch. While the Matriarch escaped, they did manage to interrogate one of the cultists, learning where and when the ritual duel would take place, and that the Dark Chosen was the daughter of the Matriarch.

While waiting for the ritual's date, some in the Company decided to break into the offices of the Steelhooves Trading Company to get more information. There, they learned about the gauntlets of Khubilai, the "Doomhooves", the spells he was researching and their weaknesses, and that he also had a half-brother who was apparently plagued by loan sharks. Using the information, they prepared scrolls and trinkets that would aid them in the coming battle.

On the day of the ritual, they journeyed to the site called "Death's Door". There, they faced off against cultists while the duel was taking place. It turned out that the Chosen of the Dark Mare was an 8 year old girl called Kamila...and was Qhono's little sister. Qhono refused to fight against the child, and forfeited the duel, and by the urging and threats of her mother, Kamila stabbed Qhono, starting the ritual. The Matriarch began sapping the life-force of Qhono to open the so-called Death's Door, while The Company faced off against Khubilai Steelhooves, who used his gauntlets, his unarmed skills, and his Rhapsodist training to fight the group. At the urging of the group, and by not being able to watch her big brother being ritually sacrificed in front of her, Kamila stabbed her mother, ending the ritual. Khubilai, enraged, kept fighting, but was eventually defeated. While the group thought about killing him, Qhono told them that he was sick of all this death, and proclaimed that no one else would die that night. They agreed to lock up Khubilai in Silverhoof Vale, and took Kamila with them, in hopes of giving her a better life now.

### The Shaded Isle

During their vacation in High Isle, Alexis requested the aid of the Company for a personal matter. To break the ward placed by her old mentor and abuser on her summer estate, she had made a deal with the Prince of Shadows, Nocturnal. In exchange for helping her break the ward, Alexis would have to bring Nocturnal something she requested from a mysterious island known as the Shaded Isle.

To accomplish this task, they would first have to learn more information about the isle and what they were searching for. To do so, they went to investigate an ancient Druid cave known as the "Whisperpath Cave". Inside, they were subjected to riddles and trials by an ancient Druid ghost. After passing his challenges, they were rewarded with treasure, but more importantly, a ship that would lead them to the Shaded Isle. They also learnt more about what they were searching for: The Ur'Keth, a shadow spirit created by the Whisperpath Druids, but later left abandoned by them.

Due to the dangers involved in these missions, Benessa managed to convince her parents to stay uninvolved for the rest of this journey. However, when Clement, who had recently started living with the Company, and Rah, accidentally got bonded with the cursed artifacts given by the Druid ghost, the young Vampire and the Khajiit got involved whether they wanted to or not, as they had to find the missing pieces of the artifacts to break the curse.

Tyrrosh, Clem, Rah, Mankar, and Alexis went back to the ship given by the Druid ghost, to set sail towards the Shaded Isle. Before boarding the ship, they were greeted by Qhono, who, when asked how he got here or how he knew they needed help, simply responded "The Herd Mother willed it."

While sailing to the Shaded Isle, they were attacked by large, tentacled creature, and what's more, their own shadow copies. After a difficult fight, they were drifted off-course by the tentacles, and due to the unnatural nature of the island's location, were sank beneath the waves...even if they could feel no water as they did so. At the bottom of the "ocean", they met the Ur'Keth, who revealed it was a Shade of Conflict, and needed to kill the group to free itself. While some in the group felt bad for the Shade, they all knew that they also had to kill it, if they wished to return home.

For a few days, they were stranded on the Shaded Isle, waiting for their showdown with Ur'Keth. When the day came, they journeyed to its location. While Alexis tried to keep its shadow busy, the rest of the group assaulted the Ur'Keth physically, eventually managing to defeat it, with Clem ripping off its head. As the Ur'Keth died, Alexis opened a gate to Evergloam, giving the Shade to Nocturnal, and fulfilling her part of the deal.

With the Shade's death, the isle started to sink, and with the Druid ghost's help, the group walked through shadows to return home, mostly unharmed. They were each gifted shadow crystals, and had also received boons during their shadow walk. With the bargain fulfilled, Alexis also received a Shadowkey, which would be able to break the ward on her summer estate.

## Members

### Main Members

#### Fairna Gibby

The leader and founder of The Company. She often takes up a position to a worried mother, for her members and as such also has to be a more strict and stern person around them. She takes care of most of the official things concerning the group like paperwork, pay and potential legal issues, as well as being the Companys Healer. After the request of her daughter, Benessa, Fairna agreed to stay out of the active field missions, for the most part.

#### Kaenag Firewolf

Tyrvarion often acts as the heart and moral compass of the group, aside from also being a blacksmith and making or repairing a lot of the members weapons and gear. In combat his big size and aptitude with shields and one handed axes makes him a great tank and protector. After the request of his daughter, Benessa, Kaenag agreed to stay out of the active field missions, for the most part.

#### Tyrrosh Firewolf

Tyrrosh is both the Company's spellblade, working largely with swords and Reach-taught Nature magic, he also functions as one of their main combatants and damage dealers. On a more interpersonal level he is a good, critical balance to the leadership, causing those making the decisions for the group to rethink or, in some cases, even reconsider their actions.

#### Elarynia

Ryn is the group's "elder", sorceress and general know-it-all. She is quick to lose her patience and often instigates situations which in her words "would've happened anyways". Whilst the others may be in it for coin, Ryn simply wishes to learn and so far The Company has provided ample opportunity to do such.

#### Quin'Wra-Do Al'Rakujo

Rah is one of the, if not the strongest fighter and combatant within the Company, both in the realm of raw strenght as well as unarmed matches and combat with two-handed weapons. While having been the person to take a lot of the mercenary contracts for the group, he has recently taken a calmer approach to things.

#### Benessa Gibby

Before the passing of Benny Two-Thumbs, he requested his friends in the Company to take good care of Benessa, who from that point onward replaced him as their Enchanter and Illusionist. While she is not a fan of joining the group on missions, when she does, she utilizes her Illusion magic to confuse and disable enemies, while supporting her allies by bolstering their courage or making them harder to hit.

#### Mankarion Direnni

Mankarion, using his heavy armor and two-handed weapons, is a valuable frontline fighter. His skills in Destruction magic make him a powerful Pyromancer...even if he might like fire a bit *too* much. He also offers his barbering skills to the group.

### Part-Timers

#### Fiinil Gibby

Fin is the groups main rogue and spy, being the most familiar with the criminal underworld he takes a more passive position in combat but is a key con-artist, lockpicker, pickpocket and infiltrator. He is also partially responsible for bringing in some of the most key members of the group. These days he has developed some distance between himself and the Company, mostly because of him picking up work for the Thalmor once again.

#### Qhono

Qhono joined the group out of a necessity for coin pushed by his cousin Qholeen. Since then he has established himself much as the heart and moral compass of the group, showing a lot less violent tendencies than pretty much every other member. In combat his bold and fearless approach to close combat fighting makes him a great asset to the team.

#### Alexis Ashwing

Alexis is a skilled duelist and a powerful shadowmage. Her knowledge on obscure magic such as shadow and blood magic gives the group an edge, while her more *nocturnal* abilities makes her a terrifying opponent on the battlefield.

#### Clement Jeuneau

Clement ran away from his Druid teacher and saught refuge with his friend Benessa. To train himself to be less squeamish around blood he sometimes accompanies members on missions, though he is not the best fighter.

### Former Members

#### Benny Two-Thumbs

Having convinced the members of the Company that they owed him a job after destroying his former business, Benny quickly established himself as a vital part of the team, not only because of his cunning mind, but also because of his exceptional talent in the school of Illusion. He left the Company half a year later after his passing.