The Pathfinder Society
The Pathfinder Society is a globe-spanning organization based out of Don- Ton, the world’s largest city. The membership consists primarily of Pathfinders, adventurers who travel throughout Argyle—usually inconspicuously—and explore, delve, and otherwise experience the lesser-seen parts of the world. They send journals documenting their travels back to their venture-captain, who also assigns them new missions and suggests new places to explore. The most exciting and illuminating of these journals are compiled in the Pathfinder Chronicles, an ongoing series of books which collect the history and mystery of Argyle for their membership.
The Pathfinder Society was founded in Don-Ton in 923PT by a group of adventurers as a means to share stories and resources. The first meeting place was a bar in Don-Ton called the Wounded Wisp; the meeting locations changed frequently over the next decade. The incredible stories shared among members at these early meetings became popular forms of entertainment among the public as well.
In 900 PT, a sage (whose name has been lost to history) offered to publish the best of the Society’s stories in book form. The first edition of the Pathfinder Chronicles became wildly successful and began the Society’s tradition of publishing the best of its members’ exploits. In the nearly twelve centuries since, members of the Pathfinder Society have aspired to undertake adventures worthy of publication in the Chronicles.
The day-to-day management of the Pathfinder Society is handled by the venture-captains. These are usually older or accomplished Pathfinders or long-time allies of the organization who have settled down and claimed a Pathfinder lodge for themselves. They direct Pathfinders in the field toward new and interesting locales, and receive the regular reports that will eventually become part of the Chronicles.
They receive their instruction from the Decemvirate, a secret body of ten masked individuals who pass messages along to the captains in subtle and silent ways. Little is known about the Decemvirate, not even their ultimate goals for the collection of the endless data the Society receives.
The Society as a whole is managed by a council of 12 grand-masters, these are more senior administrators, than any real power brokers and tend to maintain the lodge headquarters in Don-Ton.
Members of the Society are loosely affiliated adventurers, who are not required to interact. However, they are forbidden direct conflict against each other, but this does not stop the more unscrupulous from leading rival parties into dangerous situations and dead ends. Most are issued a wayfinder, which is a type of magical compass, and taught to recognize the signs indicating a lodge. Other than that, they are largely free to be and do what they please. This allows for a very varied membership, with a Chelaxian devil-binder and a Garundi rogue easily finding themselves sharing a night in the same lodge in the far north of Argyle.
Within the Society there are always factions, unofficial groups who extend benefits and work to more mutual goals