The Crownless Company

The Crownless Company is a brotherhood and sisterhood of free adventurers. They serve no king and hold no throne; their oath is to the road, to one another, and to those who cannot defend themselves. The Company exists for wanderers who refuse chains—whether of tyrants, dragons, or destiny.   Where rulers hesitate and armies falter, the Company rides. They hunt the monsters that stalk beyond borders, strike at rising tyrannies, and safeguard the fragile freedom of the common folk.  

Origins

  Two decades ago, in the ashes of the Siege of Sunspire, six heroes stood against Varathrax and his zealots, the Crimson Hand. Varathrax sought to bring Tynathria onto Golarion by wearing Exuvia Tyrannis, a powerful suit of armor infused with the souls of Tynathria's five most powerful followers.   The Six stood against him:
  • Cassia Fidelis, the indomitable shield-bearer.
  • Barus the Thunder-Heart, dwarven slayer of giants and wyrms.
  • Eresyn Dawnstar, dawnfire cleric of Sarenrae.
  • Yessandra of the Shifting Veil, master rogue and shadow-breaker.
  • Harvoth Flamebinder, tiefling arch-sorcerer.
  • Corthyn Greywind, silent ranger of the wild frontiers.
When the final battle turned desperate, the Company’s leader, Cassia Fidelis, sacrificed herself to break Varathrax’s power. The armor shattered, and its pieces vanished across the world. In honor of Cassia’s courage, the survivors forged a new brotherhood: The Crownless Company — a guild for those who choose deeds over titles and stand where thrones cannot.    

The Guild Today

  Each surviving founder raised a guildhall in their homeland: fortresses, lodges, and hidden bastions linked by secret ways and shared purpose. Today, the Company’s banners fly across Golarion, wherever courage is needed. Members train, share lore, and take Hunts—missions that range from rooting out cults to slaying beasts that terrorize the free folk.   Company halls share common ground but reflect local heritage. Each is led by a Delegated Master, a veteran chosen not by rank but by the respect they have earned. The Master keeps the hall running, offers missions, and guards one of the Rings of the Shattered Crown, the sacred tokens forged from Cassia’s shield.  

The Creed

  To join the Crownless is to take a simple but weighty vow:
  • No crowns, no masters. Members serve no nation.
  • Deeds define worth. Renown comes through great hunts and daring victories.
  • Honor the flame. Contracts once sworn must be seen through.
 

Guild Tokens & Renown

  Every member receives a Guild Token upon joining — a silver medallion proving membership and granting access to Company resources. Legendary members who achieve renown have their token enchanted, opening the way to the Crownless Gates — magical arches linking the guild’s far-flung halls.  

The Halls

  Each hall is both a sanctuary and a staging ground. Though every location reflects its founder’s homeland, all share training yards, trophy vaults, and archives of past hunts. Key halls include:
  • Almas Hall (Andoran): Built above Cassia’s memorial; the heart of the Company.
  • Highhelm Hall (Five Kings Mountains): Mountain fortress honoring Barus Thunder-Heart.
  • Katapesh Hall (Katapesh): Trade and faith under Eresyn Dawnstar’s name.
  • Riddleport Hall (Varisia): Shadowed den of secrets inspired by Yessandra.
  • Egorian Hall (Cheliax): Arcane workshop of Harvoth Flamebinder.
  • Daggermark Hall (River Kingdoms): Wild frontier bastion of Corthyn Greywind.
 

Becoming Crownless

  Recruits earn their place through a First Hunt — a mission suited to their skill and bravery. If successful, they swear the Oath before the hall’s brazier:  
“I am bound by no nation, sworn to no crown. My deeds are my name, my honor my only banner. By fang, by flame, by oath — I endure.”
  The token they receive marks them as one of the Crownless and opens doors in every hall.  

Current Shadows

  Once a celebrated liberator, Saint Alduin now rules the gladiator-city of Tymon as a conqueror-saint, his banner raised high above its arena walls. His order, Draconis Veritas, no longer serves Andoran’s ideals—it serves him. Cloaked in the language of honor and strength, the Dragon Saint speaks of unity and salvation, yet his knights bear down with claw and fire on those who question his vision. Statues of Alduin glare across Tymon’s plazas, and in the River Kingdoms, the wind carries rumors: relics vanishing from vaults, secret pacts with wyrms, and the quiet vanishing of dissenting voices.   The world watches. Many hail the dragon-knights as protectors. Others—those who remember the Silver Flight, those who remember Andoran—watch with wary breath. They know too well how swiftly a hero’s shadow can outgrow the light that birthed it.   Some say a new reckoning approaches. Not a Last Hunt, but a First War. Not against a beast—but against a god who wears a man’s face.

Kings of no land, bound by no nation—our deeds are our crown.

Ruling Organization