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Explorer's League

Not even the elves are immune from the decline of empires, and no matter how powerful or divinely inspired they may be, every empire will fall at some point. These collapses aren’t always catastrophic, but nature overtakes them in most cases, while on occasion some great cataclysm does indeed lay an empire low, haunting and twisting the land while burying history and magics. The Explorer’s League began as a troupe of capable archaeologists and historians who not only kept meeting in the now famous Gryphon’s Tail Tavern, but kept surviving their adventures while becoming the darlings of universities and libraries around the world. In five hundred years’ time, this small band has grown into a massive organization dedicated to research “in the field”- in short, adventuring with an eye towards recovering lost knowledge and relics. Though members of any class or background are welcome and just as likely to find a place within the League, ethical considerations must always be taken, as knowledge must be shared and the most dangerous relics are to be catalogued and guarded.   Rank 1, Seeker: 3 Renown or greater You’ve caught the attention of the League, and may now request assistance from them. In addition to paying very reasonable fare at any League sponsored tavern (there will be at least one in every city of 25,000 people or more, and League members who show their signet ring get prices one step below what they would normally pay), you’re privy to tips and leads for good information. You are, of course, expected to share all knowledge you unearth, whether that be spells or tomes of history and science; money and most magical items are yours to keep.   Rank 2, Scryer: 10 Renown or greater, Rank 1 You now serve as a point of contact for the League and its Seekers, passing along information to those you believe can best act upon it and also gauging the worthiness of new members. At this rank, you can expect to have a protégé (see Unearthed Arcana regarding NPC classes for followers, or pick an appropriate NPC from the Monster Manual whose hit dice do not exceed your level).   Rank 3, Speaker: 25 Renown or greater, Rank 2 Speakers coordinate whole regions, and personally investigate rumors of massive finds while assigning lesser expeditions. Speakers must also assess when some piece of knowledge or a relic is too dangerous to be widely accessed; though these are all carefully catalogued and recorded, some spells and books are confined to heavily restricted libraries, while the most common solution for dangerous relics is to bury them beneath a shrine or other feature that warrants a guard and layering nondetection spells on it (with the location carefully recorded and this recording kept under lock and key). A Speaker can assemble an entire adventuring party if needed.   Rank 4, Sage: 50 Renown or greater, Rank 3 Only a handful of Sages grace the organization, with each keeping tabs on whole worlds (as best they can). Though policy has changed little over the past several centuries, sages are still expected to revise and refine when necessary, and arbitrate major grievances. They have access to vast resources, and are the only ones trusted to use the most dangerous items recovered by the League. Sages will often take it upon themselves to destroy the more dangerous artifacts in the world, keeping them in the game.


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