
THE POWERS · THE VALE
The Far Lantern Society
A fellowship of explorers, climbers, ruin-readers, naturalists and camp-keepers who believe a journey is unfinished until someone comes home and tells the truth of it.
The Society keeps no monopoly on roads and claims no ownership over a thing merely because one of its people found it. Its tables are crowded with corrected maps, broken tools, field journals and arguments about what should have been left where it lay. Members fund ordinary expeditions with ordinary coin; the Glimmers entrusted by the shy Glints are kept outside that economy and traded only for wonders that open farther roads. Its creed is short enough to remember in bad weather: go far, come home, tell true.
KIND
guild
PLAYSTYLE
exploration
HEADQUARTERS
Valenfeld
JOINABLE
yes
Connected
Type Fields
All Relationships (5)
aligned_with
- →The Shared Fire — The Society treats a safe return and a shared account at the fire as part of every expedition.
references
- →Glimmer — The Society keeps Glimmer outside the gold economy and entrusts it to Wren's wonder exchange.
- ←quest.the-first-light (unresolved) — The First Light is the Society's joining walk.
- ←quest.the-long-way-home (unresolved) — The Long Way Home is the Society's first true delve expedition.
located_in
- →Valenfeld — Wren keeps the Society's first Vale table and Explorer's Supply in Valenfeld.
This world ships in Valenfeld. Play the game →