The Chalkline Company
The Company has no long history to boast of. Its founding rescue earned it a modest reputation among quarry workers, but not among the town's merchants. In its second month, the founders accepted a contract to retrieve tools from a collapsed lime tunnel. They found the tools, along with a sealed passage marked with old survey cuts. A cave-in forced them to abandon the passage, and a rival salvage crew later claimed the Company had hidden valuable ore there. This dispute became the Company's first public test: Ada returned the tools and refused to make a false claim about what lay beyond the collapse. The watershed moment came during the Floodweek road failure. After heavy rain cut off two hamlets, the Company used a disused quarry track to carry food and medicine through. They gave up a lucrative escort job to do it, and one member was badly injured. People began referring to them as the Chalkline Company, after the old chalk marks they used to guide the supply train. The name, originally associated with quarry workers who marked safe routes, stuck. Since then, the Company has taken small jobs: guarding a cart, finding missing travelers, clearing a monster from a culvert, and investigating a string of thefts. It has gained a few loyal contacts and acquired a debt, a handful of enemies, and more requests than it can safely accept. Its present challenge is deciding what kind of adventurers it wants to become before money or reputation decides for it.
The Chalkline Company
- Type
- Starting adventurers'…
- Size
- 8 members
- Reach
- Local and fragile
- Base
- Dunridge, a quarry settlement whose oldest lanes were laid by lime haulers
Overview
The Company has no long history to boast of. Its founding rescue earned it a modest reputation among quarry workers, but not among the town's merchants. In its second month, the founders accepted a contract to retrieve tools from a collapsed lime tunnel. They found the tools, along with a sealed passage marked with old survey cuts. A cave-in forced them to abandon the passage, and a rival salvage crew later claimed the Company had hidden valuable ore there. This dispute became the Company's first public test: Ada returned the tools and refused to make a false claim about what lay beyond the collapse. The watershed moment came during the Floodweek road failure. After heavy rain cut off two hamlets, the Company used a disused quarry track to carry food and medicine through. They gave up a lucrative escort job to do it, and one member was badly injured. People began referring to them as the Chalkline Company, after the old chalk marks they used to guide the supply train. The name, originally associated with quarry workers who marked safe routes, stuck. Since then, the Company has taken small jobs: guarding a cart, finding missing travelers, clearing a monster from a culvert, and investigating a string of thefts. It has gained a few loyal contacts and acquired a debt, a handful of enemies, and more requests than it can safely accept. Its present challenge is deciding what kind of adventurers it wants to become before money or reputation decides for it.
How it began
The Company began when three inexperienced adventurers found themselves stranded outside a flooded quarry with a wounded carter, two terrified miners, and no money for a rescue crew. Ada Vard, then a guide for hire, argued they should return for the miners before dark. Bram Holt wanted to fetch the town watch first. Otho, a former quarry hauler, knew a service passage that might still be open. They went together, brought everyone out, and were paid in meal, bandages, and a chipped brass lamp. They kept the lamp and made it their first shared possession. The Company formed around a practical promise: no member would be left behind simply because the contract was over.
How to know them
Chalk white, Oxide red, Dull brass
- A white chalk line on a boot heel or pack strap
- A small brass lamp, copied in the Company's seal
- A short red mark placed beside a route that has been checked and found passable
Standing
What they say they want
What they are doing now
Where it leads
To become a trusted regional company whose members can take dangerous work without surrendering their judgment to wealthy patrons. Ada imagines a network of safe routes, honest contract terms, and shared support for injured adventurers. Other members picture something smaller, more profitable, or more independent.
How others see them
A brave but untested outfit. Quarry workers and rural families tend to like them; merchants consider them earnest but unreliable. People respect their rescue work but wonder whether they can handle a serious threat without making matters worse.
People
3 ranks
First Hand
Practical, empathetic, and quietly stubborn. She listens carefully, but once she believes a decision risks someone's life for avoidable reasons, compromise becomes hard.
- First Table3 members
The three founders set policy, review contracts, and decide how shared funds are spent. Decisions are intended to be unanimous, but urgent field decisions fall to the appointed expedition lead.
- Roadhands5 members
The current working members accept jobs, maintain gear, and train with a more experienced companion. They have a voice in contract votes but do not yet control the common purse.
- Attached Friends2 members
A healer and a scout take selected jobs without permanent membership. They can refuse a contract freely and have no vote, although the founders are considering changing this.
Other key members
- Bram Holt Founder and contract negotiator
- Otho Founder and route-finder
- Kiri Roadhand and scout
- Mina Sol Attached healer
How they are organised
- Demonstrate one useful field skill or a willingness to learn under supervision.
- Provide two references, or complete a supervised job if no references are available.
- Agree not to abandon a companion solely to save equipment, pay, or personal standing.
- Accept that the Company may refuse work that endangers uninvolved residents without a clear benefit.
Relations
5 factionsThe hospice accepts the Company's injured at reduced cost. In return, the adventurers recover medicine and escort supply carts. The arrangement is strained because the Company sometimes brings home cursed or dangerous salvage.
Operations
What they do
How they do it
Services for hire
- Road EscortNegotiated; typically expenses plus a modest feeA small team accompanies travelers or goods through a route the Company knows. They make no guarantee against threats beyond their capacity.
- Search and RecoveryA clear contract, with reduced fees for urgent rescues when the Company can spare a teamThe Company searches for missing people and reports what it finds. It will not promise that someone can be brought back alive.
- Hazard SurveyA day rate plus materialsMembers inspect a dangerous route, ruin, or worksite and identify visible hazards before a client sends workers in.
What they can do
What they have
Where they are weak
Territory
Headquarters
Dunridge, a quarry settlement whose oldest lanes were laid by lime haulersTwo rented rooms above a cooper's workshop: one serves as a cramped office, the other as a bunkroom and gear store. The windows face a lane once used by lime haulers. A stained map covers most of one wall; the brass lamp from the founders' first rescue hangs over the door. There is no secret vault, private guard, or magical protection.
Lands they hold
Outposts
- The Lime Cart ShedA roadside storehouse near the northern quarry trackA temporary supply point where members can leave dry provisions and repair basic gear. It is borrowed from a former lime hauler and is not secure.
Secrets
Plot hooks
4 hooks- 1The Short PurseLowReward: Membership, trust, or a modest share of recovered coinPersonal: A new member is blamed for taking money from the common purse. The records are incomplete, and the true thief may be a frightened debtor rather than a malicious rival. The party can investigate, mediate, or decide what fairness means for a fledgling company.
- 2Two Roads at FloodweekLow to moderateReward: Local contacts, supplies, or a lucrative contractLocal: A family stranded beyond a washed-out road asks the Company for help, while a wealthy client offers a large payment for an escort leaving that same day. The choice will affect the Company's reputation and its ability to pay its debt.
- 3The Mark Beneath the StoneModerate to highReward: A legal claim, powerful allies, or control of access to the quarryRegional: The party discovers that the old quarry survey plate supports a challenge to the landholder's claim. Workers want access to the workings, the estate wants the evidence destroyed, and the toll office wants it as leverage. The Company cannot settle the matter without choosing who bears the risk.
- 4Bram's Missing PageModerateReward: Evidence, a rescued ally, or a new enemy in local governmentPersonal or campaign: Bram disappears after following a lead on the seized map. His notes suggest he went willingly, but a witness says he was seen being forced into a cart. The truth may expose his unauthorized investigation and the toll office's larger scheme.
Work they offer
What gets in the way
Rumours
Media
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