Grand Explorer

The Grand Explorer of the Dwarven Kingdoms is a rare and prestigious title, bestowed upon the greatest pathfinder, cartographer, and deep-delver of the era. Unlike most Dwarven titles, which are bound to warfare, governance, or trade, the Grand Explorer is dedicated to the pursuit of knowledge, discovery, and expansion beyond the known borders of the Holds.   This title is not hereditary, nor does it come with rulership over a Hold—instead, it grants the bearer the authority to lead expeditions into the uncharted reaches of the Deep Roads, forgotten ruins, and the distant lands beyond Dwarven civilization. The Grand Explorer is often seen as half scholar, half adventurer, carrying the weight of Dwarven ambition and curiosity on their shoulders.   Though not a military commander in the traditional sense, the Grand Explorer is expected to command teams of scouts, engineers, and warriors, ensuring that new tunnels, lost Holds, and undiscovered territories are mapped, secured, and reported back to the Grand Assembly.   At their core, the Grand Explorer embodies the Dwarven spirit of discovery, pushing beyond the Kingdom’s borders not for conquest, but for knowledge, innovation, and the preservation of lost legacies.

Qualifications

The Grand Explorer is not chosen by bloodline or political favor—they must prove their worth through knowledge, discovery, and an unyielding spirit of exploration. Unlike Thanes or Warlord commanders, the Grand Explorer is not a ruler of people or armies, but a master of the unknown, entrusted with the task of expanding the Dwarven Kingdoms' knowledge and reclaiming lost history.   To earn this title, a candidate must demonstrate exceptional skill in deep-delving, survival, cartography, and ancient lore, as well as pass a series of trials designed to test their ability to lead expeditions into the most perilous regions of the Deep Roads and beyond.

Minimum Qualifications & Prerequisites

Mastery of Cartography & Deep-Road Navigation (At Least 150 Years of Exploration Experience)

  • Must have charted new tunnels, ruins, or unclaimed Holds, proving their ability to navigate unknown territory.
  • Must be able to read ancient Dwarven inscriptions, lost runic texts, and forgotten map systems.
  • Must be able to navigate using only stone markings, air flow, seismic vibrations, and underground water sources when lost.
  • Must have personally created or updated at least five large-scale maps that were deemed useful by the Grand Assembly.

Proven Expedition Leadership & Survival Skills (Minimum 50 Years as an Expedition Leader)

  • Must have led multiple successful deep-road expeditions, proving they can keep a team alive in extreme conditions.
  • Must have recovered artifacts, lost history, or resources valuable to the Kingdoms.
Must have faced and survived at least three major expedition disasters, such as:
  • A tunnel collapse.
  • A Deep Road creature attack.
  • Becoming lost for an extended period without supplies.

Mastery of Historical Lore & Artifact Identification (A Scholar as Well as a Pathfinder)

  • Must be able to accurately identify and classify artifacts, understanding their cultural, magical, or historical significance.
  • Must have discovered or contributed to the recovery of a lost Dwarven Hold, ruin, or sacred site.
Must be fluent in multiple ancient and modern languages, including:
  • Old Dwarvish dialects.
  • Runic inscriptions.
  • Any non-Dwarven scripts relevant to Deep Road exploration.

Endurance & Mental Fortitude Tests (Survival in the Deep Roads Requires More than Skill—It Requires Willpower)

  • Must be able to survive in total darkness for extended periods, demonstrating that they can function even when lost or disoriented.
  • Must undergo the Trial of Isolation, where they spend one month alone in an uncharted section of the Deep Roads, returning only if they can successfully map the region and document its dangers.
  • Must have proven resistance to cave madness, the psychological effects of prolonged isolation underground.

Recognition by the Guild of Wayfinders & the Deepwardens (Endorsement by Peers & Fellow Explorers)

  • Must have earned the Guild of Wayfinders’ highest honor, proving that they are the foremost living expert in exploration.
  • Must have earned the respect of Deepwardens, the military force responsible for patrolling the Deep Roads. A Grand Explorer must be trusted to work alongside them without recklessness.
  • If Deepwardens refuse to follow an explorer, they cannot hold the title.

The Trial of the Lantern (Kazrul-Vorgrim-Rethgor) – The Final Test of Worthiness

Even after meeting all qualifications, a candidate must undergo The Trial of the Lantern, a series of challenges designed to test their mind, body, and leadership skills in real conditions.   The Three Trials of the Lantern:

The Trial of the Map (Proving Mastery of Cartography & Navigation)

  • The candidate is given an incomplete or fragmented map and must find and verify the missing locations.
  • Must traverse an unknown Deep Road passage, marking every key point along the way.
  • Failure results in automatic disqualification.

The Trial of the Lantern (Surviving & Leading in the Deep Roads)

  • The candidate must lead an expedition deep into an unexplored ruin or lost Hold, proving they can keep their team alive and accomplish their mission.
  • Must successfully recover something of historical or strategic value to the Kingdoms.
  • Failure—such as losing too many team members or returning empty-handed—disqualifies them.

The Trial of the Word (Presenting Their Findings to the Grand Assembly)

  • The candidate must formally present their discoveries, theories, and plans for future expeditions before the Grand Assembly.
  • Must defend their findings against scrutiny from scholars, historians, and military leaders.
  • Failure to prove the importance of their work can lead to rejection.

Disqualifications & Forbidden Traits

A Dwarf cannot become the Grand Explorer if they meet any of the following conditions:

Disqualifier Reason

  • No Field Experience A Grand Explorer must be an active delver, not just a scholar.
  • History of Cowardice Any record of fleeing from an expedition without attempting to save their team results in a permanent ban.
  • Hoarding Knowledge for Personal Gain A Grand Explorer serves the Kingdom, not themselves. Any proven case of selling artifacts or withholding discoveries results in exile.
  • Proven Recklessness If an explorer has led multiple expeditions to disaster due to carelessness, they can never hold the title.
  • Mental Instability or Cave Madness A Grand Explorer must be clear-minded, or they will lead others to their doom.

Duties

The Grand Explorer is not just a pathfinder—they are the torchbearer of Dwarven knowledge, the guardian of lost history, and the trailblazer of future generations. Their role carries with it great responsibility, both to the Kingdom and to the explorers who follow in their footsteps. Unlike rulers or generals, the Grand Explorer is not bound by laws of governance or warfare, but by the sacred duty to expand the frontiers of Dwarven civilization and ensure that the past is not forgotten.

The Duty to Explore & Expand the Known World (The Primary Responsibility)

Charting the Unknown

  • The Grand Explorer must constantly seek out new tunnels, uncharted regions, and lost ruins, ensuring that the Kingdoms never remain stagnant.
  • Must map out new Deep Road networks, allowing safer travel, trade, and military movement.
  • Expected to document findings meticulously, creating accurate records that will serve future explorers and historians.

Recovering Lost Dwarven Settlements & Ruins

  • It is their duty to reclaim what was lost, ensuring that abandoned Holds, forgotten strongholds, and lost history are not left buried in the dark.
  • If ruins are found to be inhabited by dangerous forces, they must report them to the Warlord Thanes for military action.
  • Must determine whether a lost settlement should be restored, or if it is too far gone to be reclaimed.

Ensuring Dwarves Never Lose Their Way (Both Literally & Culturally)

  • Responsible for teaching future explorers, training them in survival, navigation, and historical preservation.
  • Expected to mentor young scholars and cartographers, passing down knowledge so that Dwarven history is not erased by time.
  • Creates archives of their findings, ensuring that maps, discoveries, and recovered histories are recorded for future generations.

The Duty to Preserve & Protect Dwarven History (The Keeper of Lost Knowledge)

Safeguarding Ancient Artifacts & Lore

  • Must recover and protect lost relics, documents, and magical artifacts of historical significance.
  • Responsible for ensuring that discoveries are used for the good of the Kingdom, not for personal or political gain.
  • Expected to identify and counteract false history, misinformation, or corruption of the historical record.

Preventing the Exploitation of Ancient Knowledge

  • Must prevent dangerous artifacts from falling into the wrong hands, whether Dwarven or otherwise.
  • If an artifact is too dangerous to keep, they may petition the High Arbiter for its destruction or sealing.
  • Ensures that historical discoveries benefit all Dwarves, not just one Hold, one guild, or one ruler.

Documenting the Past for the Future

  • Expected to maintain an explorer’s archive, recording their findings for scholars, future Grand Explorers, and the Grand Assembly.
  • Must ensure that the mistakes of the past are not repeated, learning from the downfall of lost Holds and civilizations.
  • If a discovery contradicts long-held Dwarven beliefs, they must navigate the difficult task of revealing the truth without causing societal upheaval.

The Duty to Ensure the Safety of Explorers & Expeditions (A Leader Must Return with Their People Alive)

Protecting Their Crew & Ensuring No Lives Are Wasted

  • A Grand Explorer must never lead their people into certain death for reckless ambition.
  • It is their duty to assess the risks of every expedition and ensure that their team is prepared for what awaits them.
  • If a path is too dangerous, they must know when to turn back, rather than sacrificing lives for personal glory.

Rescuing Lost or Stranded Explorers

  • If an expedition is lost, trapped, or presumed dead, the Grand Explorer must organize a rescue mission if there is any chance of survival.
  • Must work with the Deepwardens to retrieve stranded teams before they fall to starvation, madness, or monsters of the Deep Roads.
  • If a rescue is not possible, the Grand Explorer must ensure that the lost are honored and remembered.

Preventing the Spread of Cave Madness & Expedition Panic

  • Must ensure that expedition members do not fall to the psychological effects of deep-road travel (paranoia, hallucinations, fear-induced insanity).
  • Expected to maintain morale in long expeditions, using storytelling, leadership, and careful planning to prevent loss of focus.
  • If a team member shows signs of mental collapse, it is the Grand Explorer’s duty to bring them back to safety, or, if necessary, put them to rest before they become a danger to others.

The Duty to Respect the Deep Roads & What Lies Within Them (Knowing When to Step Forward & When to Step Back)

Understanding That Not Everything Should Be Uncovered

  • Just as the Grand Explorer must seek out lost places, they must also know when a place is best left undisturbed.
  • If an ancient ruin holds a great and terrible secret, they must decide whether the risk of uncovering it outweighs the need for knowledge.
  • There have been times in history where a Grand Explorer ordered a tunnel to be sealed, believing that what lay beyond should never again see the light of day.

Respecting the Creatures & Civilizations of the Deep

  • Not all that dwells in the dark is enemy or beast—some ancient beings or lost races may still exist.
  • If the Grand Explorer encounters intelligent life, it is their duty to determine whether diplomacy, caution, or war is the best course of action.
  • Must record non-Dwarven civilizations accurately, ensuring that their place in history is not erased.

The Duty to Honor Those Who Came Before (Respecting the Legacy of Past Explorers & Lost Dwarves)

Remembering the Fallen

  • A Grand Explorer must honor those who ventured before them and did not return.
  • If they find the remains of a lost expedition, they must recover them if possible, or leave behind a memorial if it is not.
  • They must ensure that no explorer’s name is forgotten, recording their deeds and sacrifices.

Finishing What Others Could Not

  • If a past Grand Explorer discovered something but vanished before they could complete their work, it is the duty of the current Grand Explorer to see the task finished.
  • If a lost expedition’s mission was never completed, they must determine whether it is still worth pursuing.

Passing Down the Torch

  • It is the Grand Explorer’s duty to train the next generation of explorers, ensuring that Dwarven discovery does not end with them.
  • They must ensure that future explorers understand the weight of their duty—that exploration is not about glory or greed, but about expanding the wisdom of the Kingdom.

Benefits

The Grand Explorer holds one of the most prestigious and respected positions in the Dwarven Kingdoms, though unlike Thanes or Warlords, their wealth and power are not derived from ruling people or controlling resources. Instead, their benefits come from access to knowledge, unlimited travel rights, and direct influence over the Kingdom’s expansion and historical preservation.   However, with great privilege comes great responsibility—the Grand Explorer is expected to use these benefits solely for the advancement of the Kingdom, not personal gain.

Monetary & Material Wealth (Funded for Exploration, Not Luxury)

State-Funded Expeditions & Research

The Grand Explorer is granted an expedition budget from the Grand Assembly, ensuring they are never lacking in funds for exploration.   This includes:
  • Travel expenses for deep-road journeys.
  • Equipment and supplies, including enchanted tools, rations, and mapping instruments.
  • Hired specialists, such as deep-road guides, engineers, and artifact scholars.

Stipend & Personal Wealth

  • While they do not control wealth like a Thane, the Grand Explorer receives a generous stipend that allows them to live comfortably without financial worry.
  • However, they cannot own private businesses or profit from their discoveries—all findings belong to the Kingdom.
  • If they discover precious artifacts, gemstones, or hidden treasure, they may claim a portion for personal use, but the majority is sent to the Kingdom’s vaults.

Access to the Kingdom’s Archives & Artifact Vaults

  • The Grand Explorer has unrestricted access to Dwarven historical archives, allowing them to study ancient texts, forbidden maps, and lost knowledge.
  • If they require a specific artifact, tool, or weapon for an expedition, they can petition the Grand Assembly to retrieve it from the vaults.

Political Influence & Authority (A Voice in the Grand Assembly, but Not a Ruler)

Advisory Role in the Grand Assembly

While the Grand Explorer does not vote on laws, they are granted a seat in the Grand Assembly to provide counsel on:
  • Expansion efforts and new territories.
  • Historical and archaeological findings.
  • Potential dangers or benefits of recovered ruins.
  • When the Assembly debates matters of deep-road exploration, artifact usage, or lost Dwarven history, the Grand Explorer’s word holds great weight.

The Right to Speak to the High King Without Request

Unlike most officials, the Grand Explorer does not require an invitation to speak to the High King—they may request an audience at any time if it concerns:
  • A discovery that could change the fate of the Kingdom.
  • A lost Hold that could be reclaimed.
  • A threat from deep-road creatures or unknown forces.

Influence Over the Guild of Wayfinders & Cartographers

  • The Grand Explorer serves as the highest authority on all maps, deep-road surveys, and historical reconstructions.
  • The Guild of Wayfinders follows their lead, ensuring that every explorer, scout, and surveyor adheres to their discoveries.
  • Any map that is not approved by the Grand Explorer is considered unofficial and cannot be used for official trade routes or military operations.

Travel & Exploration Privileges (No Borders, No Restrictions)

Unlimited Access to All Holds, Fortresses, and Archives

  • The Grand Explorer can enter any Hold, city, or outpost without restriction.
  • They have full access to ancient records, hidden vaults, and excavation sites—no knowledge is off-limits to them.

The Right to Lead Expeditions Anywhere

  • Unlike military leaders who must gain approval before moving troops, the Grand Explorer does not need permission to enter unexplored regions.
  • They may take a team and journey deep into the unknown without seeking clearance, provided it does not interfere with war efforts or existing settlements.

The Right to Name Newly Discovered Lands & Ruins

  • If a Grand Explorer uncovers a lost Hold, tunnel network, or new territory, they have the right to name it before submitting their report to the Assembly.
  • This means that entire regions, cities, or legendary discoveries may bear their name for eternity.

Personal Honors & Legacy Benefits (A Name That Will Never Be Forgotten)

Their Name is Entered Into the Hall of the Wayfinders

  • Upon appointment, the Grand Explorer’s name is carved into the Hall of the Wayfinders, a sacred archive listing every legendary explorer of Dwarven history.
  • If they retire or die in service, their achievements are inscribed into stone, ensuring that their discoveries are never forgotten.

Entombment Among the Great Scholars

  • If they die in service, the Grand Explorer is not buried in a standard tomb—they are given a place of honor in the Grand Archives or the Hall of Legends.
  • Their personal journal and maps are preserved, becoming sacred texts for future explorers.

If They Go Missing, Search Parties Will Be Sent

  • Unlike ordinary explorers, if a Grand Explorer is lost or presumed dead, the Kingdom will dedicate resources to finding them.
  • Some Grand Explorers have been lost for decades, only to return with discoveries that changed the fate of the Kingdom.

Limitations & Restrictions (Privileges Come With Duty, Not Power)

Restrictions
  • Cannot Own Land or Businesses. Prevents the Grand Explorer from profiting from their discoveries.
  • Bound by the Grand Assembly’s Authority. They must submit all findings for approval before declaring them official.
  • Cannot Lead Armies or Wield Military Power. The Grand Explorer commands explorers, not soldiers.
  • Must Report All Discoveries. No knowledge can be hoarded, hidden, or sold for personal gain.
  • Can Be Removed for Negligence or Corruption. If they falsify discoveries or put the Kingdom at risk, they can lose their title.

Accoutrements & Equipment

The Grand Explorer is both a scholar and an adventurer, and their attire, tools, and ceremonial regalia reflect their dual role as a pathfinder of the unknown and guardian of lost Dwarven history. Unlike military leaders or kings, their equipment is not built for battle, but for endurance, discovery, and survival in the most perilous regions of the Deep Roads and beyond.   Every Grand Explorer inherits sacred relics, ceremonial insignia, and custom-crafted gear, signifying their status as the Kingdom’s greatest explorer. Many of these items are infused with enchantments and runic craftsmanship, ensuring that the Grand Explorer is never without the tools necessary to navigate the unseen.

Ceremonial Regalia & Dress Attire (Worn in Grand Assembly Meetings, Official Events, and Historical Gatherings)

The Cloak of the Wayfinder (Kazrul-Thorim-Vorgrim)

  • A heavy, rune-stitched cloak woven from deep-road silkworm threads, enchanted to be resistant to dust, weathering, and tearing.
  • Embroidered with the insignia of past Grand Explorers, ensuring that their legacy is carried forward.
  • Deep blue with gold and silver runic embroidery, symbolizing the endless night of the Deep Roads and the guiding stars above.

The Compass Amulet of the Deep (Kazrul-Vorgrim-Torim)

  • A mithril-and-obsidian pendant, infused with a runic enchantment that helps the wearer sense the magnetic pull of the earth.
  • It always points toward the nearest surface exit or known tunnel, ensuring that the Grand Explorer is never truly lost.
  • A relic passed down from one Grand Explorer to the next, reforged with each new successor.

The Sash of the Cartographer (Kazrul-Rethgor-Vorgrim)

  • A wide belt or shoulder sash, embroidered with the symbols of the Guild of Wayfinders.
  • Worn as a symbol of the Grand Explorer’s authority over all cartographers and mapmakers in the Kingdom.
  • Each sash carries pockets for scrolls, quills, and small enchanted maps that shift based on their location.

Exploration Gear & Equipment (Worn During Expeditions & Fieldwork)

The Runed Boots of Endless Roads (Kazrul-Vorgrim-Tharum)

  • Mithril-reinforced leather boots, enchanted to reduce foot fatigue and provide traction on any surface.
  • Infused with heat-resistant and cold-resistant magic, ensuring that the wearer can traverse icy caverns, lava tunnels, and flooded ruins.
  • Designed for comfort and long-term travel, allowing the Grand Explorer to walk great distances without exhaustion.

The Everlit Lantern of the Explorer (Kazrul-Tarim-Rethgor)

  • A runeforged lantern that never burns out, fueled by an enchanted crystal instead of oil.
  • Can shift between normal light, darkvision enhancement, or a heat-detecting glow, revealing hidden tunnels, invisible paths, and ancient carvings.
  • Crafted from golden brass and obsidian, passed down through generations of Grand Explorers.

The Tome of the Wayfinder (Kazrul-Kodurim-Vorgrim)

  • A massive, leather-bound journal enchanted to resist fire, water, and time itself.
  • The Grand Explorer records every major discovery in this tome, ensuring that their maps, findings, and notes are preserved for future generations.
  • The final entry of every Grand Explorer is written in this book, marking the end of their journey and the beginning of the next.

Symbolic Weapons & Tools (Not Used for Battle, But for Survival & Discovery)

The Pickaxe of the Deep Seeker (Kazrul-Durim-Vorgrim)

  • A mithril pickaxe, enchanted to break through even the hardest stone while ensuring that fragile artifacts remain undamaged.
  • The handle is inscribed with the names of past Grand Explorers, a reminder of those who ventured before.
  • Some Grand Explorers have wielded this not just for excavation, but as a weapon of last resort in desperate encounters.

The Echoing Rod of the Hollow Tunnels (Kazrul-Torim-Rethgor)

  • A short metallic rod, crafted from resonant stone and enchanted mithril, used to detect hidden passageways and thin rock walls.
  • When struck against stone, it produces a sonic vibration, allowing the Grand Explorer to listen to echoes that reveal the structure of the tunnels ahead.
  • An ancient tool originally used by Deep Road masons, repurposed by explorers for navigation.

The Cartographer’s Gauntlet (Kazrul-Thorim-Dorim)

  • A finely crafted leather-and-metal gauntlet, enchanted with a memory rune that records the wearer’s movements.
  • Allows the Grand Explorer to mentally recall paths traveled, creating an automatic mental map of areas they’ve explored.
  • Can be used to scribe magical runes into stone, marking pathways or leaving messages for future explorers.

Insignia & Official Seals (Used in Diplomatic & Government Settings)

The Grand Explorer’s Signet (Kazrul-Vorgrim-Khazrum)

  • A mithril ring inscribed with the seal of the Grand Explorer’s office, used to mark official discoveries, seal maps, and authenticate expedition records.
  • Any map or historical document bearing this seal is considered an official record of the Kingdom.
  • Passed down from one Grand Explorer to the next, symbolizing the continuation of the legacy of discovery.

The Banner of the Wayfinder (Kazrul-Tarim-Vorgrim)

  • A small personal standard that the Grand Explorer’s expedition team carries on all journeys.
  • Serves as a rallying point for lost or separated team members.
  • Marked with the sigil of the Grand Explorer, ensuring that their name and title are never forgotten.

Death Rites & Final Honors of a Grand Explorer (What Happens When Their Journey Ends?)

The Last Inscription – Their Name Carved in Stone

  • Upon death, the Grand Explorer’s name and final journey are inscribed into the Hall of the Wayfinders, ensuring that their discoveries live on forever.
  • If they die in the field, the surviving members of their team must return with their final journal entry so that their last words can be recorded.

The Eternal Lantern Ceremony (A Symbol of Their Guiding Light)

  • The Everlit Lantern of the Explorer is placed upon their resting place, symbolizing their continued guidance even after death.
  • If a Grand Explorer is lost and never found, a lantern is lit in their honor and placed in the Grand Archives.

Their Equipment is Either Passed Down or Sealed Away

  • Some tools, like the Signet Ring and Compass Amulet, are passed on to the next Grand Explorer.
  • Others, like their personal journal and maps, are archived in the Great Library of the Deep Roads.
  • If a Grand Explorer dies in mysterious or cursed circumstances, their belongings may be sealed away to prevent their fate from repeating.

Grounds for Removal/Dismissal

The Grand Explorer holds their title for life, but they are not beyond reproach. Since their duty is to explore, recover lost knowledge, and guide the expansion of the Kingdom, any act that compromises this mission, endangers the Kingdom, or corrupts the integrity of their discoveries can result in their removal or exile. Because the Grand Explorer does not rule a Hold or command an army, their removal is rare but carefully handled, ensuring that only the unworthy are stripped of their title.

Grounds for Removal (What Can Get a Grand Explorer Dismissed?)

Falsifying Discoveries or Hoarding Knowledge (The Greatest Betrayal of an Explorer’s Oath)

  • If the Grand Explorer fabricates discoveries, alters historical records, or withholds information for personal gain, they are immediately put on trial.
  • Knowledge belongs to the Kingdom, not the individual—any attempt to hide, destroy, or manipulate history is treated as a grave offense.
  • Punishment: Stripped of title, banned from all archives and historical sites, possibly exiled.

Reckless Endangerment of the Kingdom (If Their Actions Put the Kingdom at Risk)

If the Grand Explorer uncovers a great danger but does not report it, they may be removed for negligence.   Examples include:
  • Unsealing an ancient ruin that unleashes a deadly force upon the Holds.
  • Leading an expedition into forbidden territory without preparation, causing loss of life.
  • Ignoring warnings from Deepwardens about unstable tunnels or hostile forces.
  • Punishment: Deposed and forbidden from leading expeditions. If severe, tried for endangering the Kingdom.

Corruption or Abuse of Position (Using Their Title for Personal Gain)

  • The Grand Explorer cannot exploit their discoveries for wealth or power.
  • If they sell maps, artifacts, or historical knowledge to outsiders, they are guilty of betraying the Kingdom.
  • If they demand personal rewards or favors in exchange for sharing discoveries, they can be stripped of rank and exiled.
  • Punishment: Immediate removal, exile, or imprisonment if it results in political harm.

Mental or Physical Incapacity (If They Can No Longer Lead Expeditions)

  • If the Grand Explorer is too old, injured, or mentally compromised, they may be asked to step down.
  • They are given the honorary title of Wayfinder Emeritus, allowing them to advise future explorers without active duty.
  • Punishment: No punishment—retirement with full honors.

The Removal Process: How a Grand Explorer is Stripped of Their Title

  • Unlike political figures or military leaders, the Grand Explorer cannot be removed by a single ruler. Their title is based on knowledge, not power, and therefore requires a trial of merit before they can be dismissed.

Step 1: The Petition for Removal

A formal accusation must be brought forth by one of the following:
  • The Grand Assembly (if the Grand Explorer is hoarding or falsifying knowledge).
  • The High King (if their actions threaten national security).
  • The Guild of Wayfinders (if they have lost the trust of the explorer community).
  • The Deepwarden Commanders (if they have endangered military operations in the Deep Roads).
  • The petition must be based on evidence, such as maps, journals, testimonies, or expedition records.
  • False accusations carry severe penalties, ensuring that removal is not used as a political weapon.

Step 2: The Trial of the Wayfinder (Kazrul-Rethgor-Vorgrim) – The Grand Investigation

A tribunal is assembled, consisting of:
  • Three Grand Assembly representatives (scholars, historians, and political leaders).
  • One High Arbiter (ensuring legal fairness).
  • One Warlord Thane (representing military interests).
  • One Guildmaster from the Guild of Wayfinders.
  • The accused Grand Explorer presents their case, defending their actions.
  • The tribunal reviews all evidence, hearing testimonies from expedition members and historians.
  • If found guilty, the Grand Explorer may still challenge their removal through The Final Journey.

Step 3: The Final Journey – A Last Chance to Prove Their Worth (Only Available to Those Accused of Failure, Not Corruption)

  • If the Grand Explorer is accused of recklessness, but not dishonesty or treason, they may redeem themselves through one last expedition.
They are given a final chance to prove their abilities, usually by:
  • Leading one final, sanctioned deep-road expedition.
  • Recovering a major lost artifact or proving a disputed discovery.
  • Completing a failed expedition or correcting past mistakes.
  • If they succeed, their title is restored. If they fail, they are dismissed permanently.

Consequences of Removal (What Happens to a Fallen Grand Explorer?)

Exile (Kazrul-Dorim-Vorgrim) – For Betrayal of Knowledge

  • If a Grand Explorer sells secrets, hoards artifacts, or manipulates history for personal gain, they are exiled from all Holds and historical archives.
  • Their name is struck from the Hall of Wayfinders, ensuring that they are forgotten.

Stripping of Honors (Kazrul-Vorgrim-Belgorin) – For Reckless or Unworthy Leadership

  • If a Grand Explorer fails too many expeditions or leads others to ruin, they are stripped of their title and banned from leading future explorations.
  • Their records remain in history, but their name is marked with shame.

Forced Retirement – For Old Age or Physical Decline

  • If a Grand Explorer becomes too frail or mentally unfit, they are honorably retired with full recognition.
  • They are given the title of Wayfinder Emeritus, allowing them to train the next generation of explorers.

Notable Past Removals in Dwarven History (Rare, But Legendary Cases)

  • Grand Explorer Uldrak Deepdelver (4421 A.H.) – Exiled for falsifying maps to hide a failed expedition. Claimed to have discovered a lost Hold that did not exist.
  • Grand Explorer Durnmir Blackquill (5075 A.H.) – Removed for selling deep-road tunnel maps to Human traders without Assembly approval.
  • Grand Explorer Thalgrim Ironmark (5220 A.H.) – Dismissed for reckless exploration that caused the collapse of an entire tunnel system, killing 80 Dwarves.
  • Grand Explorer Kordrak Starborn (5495 A.H.) – Vanished on a "Final Journey" after being accused of fabricating historical records. Was never seen again.

History

The Deep Roads were not discovered—they were built, commissioned after the First Forging of the Dwarven Kingdoms as a massive underground highway system designed to connect Holds, fortresses, mines, and trade routes. The Grand Explorer’s role has always been one of expansion, maintenance, restoration, and recovery of lost sections, ensuring that the network remains intact and navigable for future generations.   With this in mind, the history of the Grand Explorer focuses on their contributions to engineering, expansion, and reclamation of abandoned Deep Road sectors, rather than mapping uncharted or "naturally existing" tunnels.  

The Founding of the Grand Explorer Title (3175 A.C.)

  • "A Road Without a Guide is a Path to Ruin"
  • Before 3175 A.C., each Hold maintained its own roads, leading to disorganized tunnel layouts, inconsistent engineering, and frequent collapses.
  • High King Dorgrun Anvilfist, seeing the need for a centralized figure to oversee Deep Road construction, repair, and expansion, established the title of Grand Explorer.
Thaldrin Starbreaker was named the first Grand Explorer, tasked with:
  • Standardizing tunnel-building techniques across all Holds.
  • Ensuring that all newly built Deep Roads followed the same engineering principles.
  • Overseeing the maintenance and safety of major trade routes.
  • This event marked the first time the Deep Roads were placed under a single guiding authority.

The First Grand Expansion of the Deep Roads (3390 A.C. – 3425 A.C.)

  • "Connecting the Kingdom, One Tunnel at a Time"
  • Grand Explorer Huldrek Flintstride led the first Kingdom-wide expansion of the Deep Roads, connecting smaller Holds to the main highway system.
This project introduced:
  • Standardized tunnel reinforcement methods to prevent collapses.
  • Load-bearing rune pillars to strengthen major roads and support large-scale traffic.
  • Underground aqueducts and drainage channels to prevent flooding in low-lying tunnels.
  • These advancements allowed smaller Holds to thrive, as previously isolated fortresses now had secure trade routes.

The Great Collapse of Kazad Morn (5220 A.H. – 5292 A.H.)

  • "The Day the Road Became a Tomb"
  • Grand Explorer Thalgrim Ironmark led a Deep Road expansion project, seeking to create a faster connection between Kazad Morn and the southern trade routes.
  • His team accidentally breached an unstable cavern system, causing a chain reaction collapse that buried part of Kazad Morn.
The disaster killed 80 Dwarves, leading to:
  • New safety regulations for future Deep Road expansions.
  • A law requiring Deepwardens to inspect all new tunnel projects before approval.
  • Thalgrim was removed from his position and vanished in exile, attempting to map the unstable ruins in an effort to atone—but he never returned.

The Hollowgaze Reconstruction (5530 A.H. – Present Day)

  • "Repairing What Was Lost, Restoring the Forgotten Roads"
  • Current Grand Explorer Durgrim Hollowgaze has focused less on expansion and more on restoring neglected or abandoned Deep Road sectors.
His efforts include:
  • Reinforcing older tunnels that had begun to deteriorate due to age.
  • Repairing underground bridges and waystations lost to cave-ins over centuries.
  • Clearing out collapsed roadways, restoring vital connections between Holds.
  • His projects have greatly improved travel efficiency and economic stability, ensuring that the Deep Roads remain functional for future generations.
Type
Civic, Diplomatic
Status
Active
Creation
The Codex of the Wayfinders - 3175
Form of Address
Grand Explorer [Name], Finder of the Forgotten
Alternative Naming
Kazrul-Vorgrim-Dorim, Wayfinder of the Deep, Grand Explorer, The Lantern of the Deep
Source of Authority
The Grand Assembly, The High King, The Codex of the Wayfinders, The Guild of Wayfinders – The Brotherhood of Explorers,
Length of Term
Indefinite Term Until Death, Retirement, or Dismissal
First Holder
Current Holders
Reports directly to
Related Organizations