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The Pathfinder's Society

"Welcome to the Grand Lodge, Initiate! I hope you got what it takes to become one of the best! We don't just accept anyone as you know, so best get to it!"  
Venture-captain Arkan
     

Goals

  The global non-governmental entity, the Pathfinder's Society, is dedicated to preserving peace and ensuring the safety of civilians across its extensive branches that traverse continents. Furthermore, they act as prosective Those associated with this organization are commonly identified as Pathfinders.   Pathfinders function autonomously, with the freedom to pursue leads and prioritize tasks independently, resulting in the absence of a concrete organizational goal. Despite this, all Pathfinders are obligated to document and report their adventures to Venture Captains for chronicling purposes. Collaboration with fellow Pathfinders is encouraged to ensure success and reduce internal conflicts.   Furthermore, Pathfinders engage in adventurous undertakings to earn financial resources, undertaking jobs that governmental entities, including town guards and similar bodies, are often unable to execute. This distinctive aspect of their endeavors highlights the organization's role in addressing challenges beyond the scope of conventional government agencies.  

History

  Established in the region of Grehearth, the Pathfinder's Society originated from diverse groups of adventurers converging to exchange stories and pool resources. Among them were courageous heroes from the Battle of Mo'ra, sharing their experiences. The drive behind this undertaking stemmed from a notable demand for employment among mercenaries and men-at-arms who found themselves unemployed in the aftermath of that conflict.  

Leadership

  Initially funded by The Aliech Kingdom, they currently hold a majority stake in the organization. However, the operational control of the organization is in the hands of the Venture-captains. These individuals, often seasoned and accomplished Pathfinders who have established official Pathfinder lodgings worldwide, play a pivotal role. They offer guidance to new Pathfinders, train Initiates, and submit reports for chronicling.   While the Venture-captains operate autonomously, they remain accountable to the Grand Lodge and facilitate rewards provided by The Aliech Kingdom. They provide temporary accommodations for Pathfinders but limit complimentary services and food to discourage freeloading. Certain supplies are available for purchase, with varying prices and availability depending on the specific Venture-captain.  

Membership

  Individuals from diverse backgrounds, creeds, and moral perspectives are provided with the opportunity to become initiates. Those who successfully navigate the examinations conducted by their Venture-captains gain the privilege of becoming Pathfinders. Following weeks of comprehensive training and study, they are assigned a final task that requires collaboration with others. Upon the successful completion of this assignment, they attain the status of official Pathfinders, empowered to accept and request assignments on behalf of the Pathfinder's Society.  
NOTE: This is heavily inspired by the original post by the PF2E lore and Bracer's Guild from Trails in the Sky.
Type
  • Academic
  • Adventure
Leader Alignment
  • Neutral
Headquarters Goals
  • Exploring
  • Adventuring
  • Chroniclization
Region of Influence
  • Global

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