Of all the many weapons of terror and carnage wielded by the Necromantic Heresy, perhaps none have instilled as much fear among coastal communities as the raiders of Grim fleet. The fear inspired by the sight of these dark ships off the coast is eclipsed only by the terror of seeing them disgorge wave after wave of savage combatants. General Kerlag has led these brutal campaigns for over a century, sowing bloodshed and chaos and hacking through countless opponents in an endless spray of gore.
Company Accomplishments
Your company’s prestige increases whenever you terrorize the enemies of the Heresy through acts such as the following:
- Raze a coastal village.
- Catch a fleeing ship and devour its crew.
- Deliver a hundred corpses.
- Eat the flesh of a mainland champion.
- Dine at the table of General Kerlag.
Prerequisites
Each member of a Grim Fleet Raiders company must be a barbarian, fighter, sorcerer, or
tactician. At least one member of the company must be a of Grim attitude.

Tier 1 : Fresh Raiders
The company has just formed and joined with the great Grim Fleet. Members of the company might have their own modest vessel or serve as crew aboard a larger ship in the fleet. At this tier the company’s members are likely to be in the initial wave of fighters to go ashore or board an enemy’s decks.
Benefits
Grisly Reputation. Your company’s fearsome reputation precedes it. While performing a boarding action or conducting a raid, you gain a +2 bonus to Charisma (Intimidation) checks.
Meat for the Market. Your company’s raids produce plenty of bodies, and you never let storage space (20 corpse max) in your hull go to waste when there’s profit to be made. You can return humanoid corpses to Mintarn for a bounty of 5 gp per Hit Die.
Tier 2 : Seasoned Fighters
At this tier, the company has earned enough reputation to attract recruits. This grisly reputation is a badge of honor among the Grim Fleet, and the company’s flag instills terror in all the potential victims who see it on the horizon.
Benefits
Freebooters. Would-be raiders flock to your flag for a chance to share in the spoils. You gain 1d8 hirelings with a challenge rating of 1/4 or lower.
Grislier Reputation. Your company’s reputation for violence inspires fear in its victims. While you are performing a boarding action or conducting a raid, enemy creatures have disadvantage on saving throws against being frightened.
Tier 3 : Gourmands
Upon reaching this tier, the company has attracted skilled and veteran raiders willing to serve under its flag. Additionally, the experience gained in numerous raids has given the company’s founding members a keen eye for cuts of meat that will fetch a better price in the corpse markets of the Grim Empire.
Benefits
Marauders. More raiders continue to flock to your banner. You gain your choice of 1d8 hirelings with a challenge rating of 1 or lower or 1d4
hirelings with a challenge rating of 2 or lower to act as taskmasters for the rest of the crew.
Prime Cuts. Your company’s reputation leads to better prices in the Grim Empire’s meat market. When you return humanoid corpses, you receive a bounty of 15 gp per Hit Die. In addition, your hull can hold up to 40 corpses now.
Tier 4 : Red Tide
At this tier, the company is known as one of the most brutal and ruthless to sail with the Grim Fleet. Foes tremble at the sight of the company’s grisly weapons and your reputation extends beyond the Grim Islands. Tales of your exploits are shared in horrified whispers in ports across the Wraith Coast.
Benefits
Known Killers. Your company’s well-earned reputation for violence makes cooperation much, much more likely. You double your proficiency bonus when you make Charisma (Intimidation) checks.
Blood and Chaos. Your company’s viciousness in battle drowns opponents in waves of fear. When a member of the company reduces a humanoid to 0 hit points, it can use a bonus action to choose a humanoid within 30 feet of it that it can see and make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If the company member succeeds, the target is frightened of it for 1 minute. A creature can repeat the check at the start of each of its turns, ending the effect on itself on a success. A creature that succeeds on its check is immune to this effect for the next 24 hours.