Explorer's Society
A guild totally devoted to exploring the unknown, covering running costs and profiting off of the discoveries made there via selling antiques, relics, or information. It is also the only commercial group to be allowed to operate freely in both Arheim and Greater Smiltis. While the company is not a non-profit, it rarely makes one when studying and selling antiques. Luckily, when it does find something big, it covers the running costs of the Society for years, and wealthy backers looking to have the first pick of discoveries keep the company afloat during dry spells.
Structure
The Society is led by the grandmaster of the guild, who handles public relations and sets long term goals. As of now, Grandmaster Povi is the only one who has ever held this title, though he has made sure that a successor has been named in the event of his demise.
Under the grandmaster are the financial manager, the contract manager, and the expedition manager, and under them are the clerical staff in charge of ensuring that the guild does not go bankrupt. This structure serves as the backbone of the organization, but it only serves to give out orders to the localized chapters of the Society and to look over membership requests.
A chapter of the Explorer's Society may be formed if there is an area of interest within a reasonable distance of the town or city it is located in. It must have a permanent manager which is usually the person who requested a chapter be created at the location, as well as an area large enough to hold a small library, bedrooms and living space for at least three long term guests, and a place for meetings to take place. Finally, the chapter must be approved by either the grandmaster or all three managers as a worthy or profitable place to study.
Chapters, once created, are allowed to commission researchers to examine the nearby area of interest. If a find is made, be it either an artifact or some piece of information, it is sent to the continent's headquarters (located in either Marq'hoj or Stormahven) to be further analyzed and valued. Once valued it is sold to a museum (or sent to a vault in the case of dangerous items or information). If a chapter's location of interest is found to be completely studies, the chapter is shut down and the leader of the chapter is either sent a hefty severance pay or they can move to another location to set up a new chapter there.
In the event of an area being too dangerous for researchers to study and explore, teams of fighters are sent to deal with the problem. The fighters, also known as "rover teams" or just "rovers," are vetted through many processes to ensure their worth. Rover teams consist of 4-7 people and are paid on completion of their tasks, though there are sometimes months between jobs so they are often seen taking other mercenary contracts to fill in the space (note that all mercenary contracts taken are kept track of by the Society and scrutinized to ensure that the rover team keeps a good public image). There are very few rover teams in existence, with only fourteen spread out over two continents.
Under the grandmaster are the financial manager, the contract manager, and the expedition manager, and under them are the clerical staff in charge of ensuring that the guild does not go bankrupt. This structure serves as the backbone of the organization, but it only serves to give out orders to the localized chapters of the Society and to look over membership requests.
A chapter of the Explorer's Society may be formed if there is an area of interest within a reasonable distance of the town or city it is located in. It must have a permanent manager which is usually the person who requested a chapter be created at the location, as well as an area large enough to hold a small library, bedrooms and living space for at least three long term guests, and a place for meetings to take place. Finally, the chapter must be approved by either the grandmaster or all three managers as a worthy or profitable place to study.
Chapters, once created, are allowed to commission researchers to examine the nearby area of interest. If a find is made, be it either an artifact or some piece of information, it is sent to the continent's headquarters (located in either Marq'hoj or Stormahven) to be further analyzed and valued. Once valued it is sold to a museum (or sent to a vault in the case of dangerous items or information). If a chapter's location of interest is found to be completely studies, the chapter is shut down and the leader of the chapter is either sent a hefty severance pay or they can move to another location to set up a new chapter there.
In the event of an area being too dangerous for researchers to study and explore, teams of fighters are sent to deal with the problem. The fighters, also known as "rover teams" or just "rovers," are vetted through many processes to ensure their worth. Rover teams consist of 4-7 people and are paid on completion of their tasks, though there are sometimes months between jobs so they are often seen taking other mercenary contracts to fill in the space (note that all mercenary contracts taken are kept track of by the Society and scrutinized to ensure that the rover team keeps a good public image). There are very few rover teams in existence, with only fourteen spread out over two continents.
Public Agenda
To discover all there is to know about the world.
Assets
They have access to all of Arheim, including Cirris , as long as there is a good reason to be there. Their backers supply them with enough money to run dozens of chapters at once, giving them both land and a network of information.
History
The group was founded by Povi and Szava just after the Awakening and it quickly gained traction with the support of Lady Argimath (the leader of Smiltis' Magic Guild), Lady Abelia (leader of the heroic mercenary company Manticorps), and the Powderkeg family (a rich family in Sandshear known for their inventions).
Let's find out together!
Type
Expedition, Scientific
Demonym
Explorers
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