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As there is still a lot of wilderness in Aestilon, there is also a lot of interest in those who want to discover it. The Explorer's Guild has spent generations mapping that wilderness — contracting adventuring parties to chart unknown territories, catalogue ancient sites, and push back the edges of what is known. Their maps hang in navigator's cabins and council chambers across the great cities. Their discoveries have opened trade routes and founded settlements. The genuine explorers in their ranks are the real thing.
What most people politely don't mention is that the Guild's primary income, for at least two centuries, has not been discovery at all. Those ancient sites and dungeons are “preserved” for future explorations — and the Explorer's Guild is filled with bards, illusionists, and druids who stage magnificent shows for nobles who want the adventuring experience without the genuine risk. The worst kept secret in Aestilon. The Guild simply finds it easier not to be asked directly.
Base of power: Toru, where the Guild's founder operates alongside his casino interests. City managers run local operations in each of the great cities.
Openly: To map the unknown, push back the wilderness, and make the thrill of discovery accessible to those with the means to appreciate it.
Privately: To monetize every corner of Aestilon. The Guild controls what gets “discovered,” in what order, and at what price. The map is not just knowledge — it is leverage.
The Explorer's Guild operates through three distinct arms that present, to the outside world, as largely separate institutions.
Adventurers do not formally belong to one arm, but gravitate by temperament. A scout who prefers gathering intelligence on noble tastes drifts toward the Registry. A monster-catcher works primarily through the Adventurer's Guild. A performer who has learned to time a fireball for dramatic effect finds a home in the Staging Office — and likely moonlights in Lanista spectacles for the visibility.
The Explorer's Guild is not a political heavyweight — and it prefers it that way. Manageable and useful is a comfortable position for a faction whose real business depends on access and goodwill rather than authority.
| Rank | Perk | Renown Requirement |
|---|---|---|
| [TO DESIGN] | 3 | |
| [TO DESIGN] | 10 | |
| [TO DESIGN] | 25 | |
| [TO DESIGN] | 50 |
Rank names and perk mechanics to be designed in the faction advancement pass.
Odin Brock — Head of the Adventurer's Guild in Kalzendil.