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The Far Lantern Society — in-engine capture

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
kindguild
playstyleexploration
headquartersplace.vallenfield-town
joinableyes
ranksHearthbound, Trailhand, Farwalker, Deep-Lantern, Horizon Keeper
creedGo far. Come home. Tell true.
goalsRecover knowledge without assuming ownership, Prepare people to survive the road, Return true accounts to the common table
All Relationships (5)

aligned_with

  • The Shared FireThe Society treats a safe return and a shared account at the fire as part of every expedition.

references

  • GlimmerThe 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

  • ValenfeldWren keeps the Society's first Vale table and Explorer's Supply in Valenfeld.

This world ships in Valenfeld. Play the game →

The Far Lantern Society — Valenfeld — Valenfeld