1. Organizations

Wayfinder Foundation

Adventuring Guild

In his youth, Lord Boroman ir’Dayne was a great hunter and explorer. He led the only expedition ever to reach the Frostfell and return to tell the tale. He wrestled ogres in Droaam, fought chuuls in the Shadow Marches, and was the first halfling to travel to Xen’drik and return. Dayne amassed a fortune in his day, but during his final expedition to Xen’drik he contracted a slow, wasting curse that no magic has been able to reverse. He has a few years of life left, and while he no longer has the strength to explore on his own, he still wants to unlock the mysteries of the unknown. To this end, he dedicated his fortune to establishing the Wayfinder Foundation—a guild for adventurers and explorers that funds dangerous expeditions to exotic locales, as well as giving bold adventurers a place to display their trophies and tell tall tales.

The Wayfinder Foundation is an exclusive organization. Membership is by invitation only, and offers are extended only to renowned adventurers and explorers. The Wayfinder Conc lave manages the affairs of the Foundation. The conclave meets in Aundair, and all decisions are resolved by a majority vote. As long as he still lives, Lord Boroman ir’Dayne (NG male halfling, rogue 6/extreme explorer 4) has the final say on all expenditures of foundation funds, even overriding decisions of the conclave. Despite his skills, Dayne has been crippled by the wasting curse and rarely leaves the foundation’s enclave in Fairhaven.

Boroman ir’Dayne is a true philanthropist; he wishes to have his name attached to the great adventures of the future, since he himself can no longer participate in the adventures of the present. His one ulterior motive is the hope that an explorer may discover a cure for the strange wasting curse that is slowly sapping his life. Of course, many of the members of the Foundation are more interested in personal wealth or glory than in increasing the reputation of the Wayfinders or pursuing scholarly exploration. The Wayfinder Foundation is very much an alliance of individuals, and each Wayfinder has a distinctly different personality.


Whether displaying stuffed owlbears in its Fairhaven trophy room, running a hostel in Stormreach, or sponsoring jungle expeditions in steaming Xen’drik, the Wayfinder Foundation promotes the hunger for exploration that drives Eberron. Part philanthropic trust and part professional networking service, the Foundation was organized and endowed by the halfling Boroman ir’Dayne—a renowned explorer in his own right until an expedition to Xen’drik left him with a mysterious wasting curse. Lord Boroman seeks to encourage exploration and make a legacy for himself, but his support of the Foundation also has a more personal motive—his dream of the day when a Wayfinder explorer stumbles from the rain forests of deep Xen’drik clutching an ivory flask, filled with some elixir that might save the lord’s slowly ebbing life.

The Wayfinder Foundation can appear in the game in a number of ways. Adventurers often turn to it for sponsorship, and its Conclave of trustees can underwrite the characters’ forays into terra incognita by providing gold for equipment, travel expenses, and healing. The DM can also use the Foundation to challenge the characters, with rival Wayfinders racing against the PCs as they attempt to uncover a storm giant tomb in Xen’drik or retrieve the same ancient schema from its long-lost hiding place.

Conversely, the Foundation can serve as a kind of Khorvairian cavalry, dispatching Wayfinders to rescue PC explorers who have gotten in over their heads. For those who make it back under their own power, the Foundation is an excellent market for obscure art objects and rare beasts brought back from far-off lands.


Founded by a renowned hunter and explorer, Lord Boroman ir’Dayne, the Wayfinder Foundation is an exclusive adventurers’ guild that welcomes only experienced and renowned members. Dayne suffers from a wasting curse that prevents him from undertaking further adventures of his own, so he has put his considerable fortune to use in sponsoring great expeditions. The Wayfinder Foundation has an unusually wide reach for an adventurers’ guild, with guildhalls found across Khorvaire as well as in the city of Stormreach, in Xen’drik. Its headquarters, and the residence of its wealthy patron, is in Fairhaven.

Wayfinder Travel Tips

HOW TO NOT BE REMEMBERED BY OTHER PASSENGERS

We have all had those moments when it was most appropriate to depart a region without further notice by the locals, whether from financial agreements gone awry or an inappropriate evening spent with a farmer’s son or daughter. If you find yourself in such a position, your best course of action is to leave with all haste and a minimum of remembrances, keeping the following points in mind.

Don’t panic. People tend to remember strong emotions; if anyone witnesses you distraught or worried, they are far more likely to recall you later. If you can, appear bored or mildly impatient to better blend in with other passengers.

Avoid bright colors. Wearing gray, brown, tan, and other neutral tones lessens the impression you make in your fellow travelers’ minds. Keep any weapons or armor in your pack, rather than displaying them openly.

Do not be a warforged, goblinoid, or shifter. We hate to be so dreadfully blunt, but these races still inspire discomfort (if not outright fear) in many commoners, and such feelings are always remembered. If possible, members of these races should disguise themselves as another race before boarding public transportation.

Hide in plain sight. Don’t skulk off to an isolated corner. Sit with your fellow passengers, taking notice of them and smiling at what they say. You would be surprised how quickly normal interaction, however pleasant, is forgotten, while abnormal behavior is remembered far longer.

HOW TO SPEAK TO A BOUND ELEMENTAL

I am certain that the thought has crossed all our minds while riding on an airship: What if the fine heir of Lyrandar piloting this vessel were to choke on a fishbone at dinner and die on the spot? Could any of us seize control of this ship and safely guide it to town? Rest assured that such thoughts will trouble you no longer if you keep the following steps in mind.

  • Approach the helm, usually located to the rear of the ship’s top deck. Look for the elegantly carved wooden wheel.
  • Address the elemental in a firm, resolute voice. Make it know that you will be giving it orders now, and it will do as you command. It is important that you set the tone for your relationship with the creature as early as possible, and that tone must be one of superiority.
  • Above all else, avoid bargaining or making deals with the elemental. Do not promise it freedom or rest or any such luxury; merely command it to do as you wish.
  • With luck, the elemental will already be following your orders. If not, try again, but be more indignant, demanding to know how it dares defy you. Try to work up a good righteous anger.
  • If all else fails, allow someone else to try. People with good speaking voices, such as actors or singers, have been known to have a knack for projecting the appropriate sense of command.

HOW TO SURVIVE A CRASHING AIRSHIP

When a water vessel begins to sink, it is almost always a good idea to evacuate as soon as possible. Even if it simply means throwing yourself into the sea, there is always the chance of swimming to shore or being rescued. The elemental airships that have increased in popularity in the last few years, however, do not offer the same option. Indeed, it is highly recommended that you NOT throw yourself overboard, lest you and the ground have an unfortunate meeting some distance below. Instead, consider the following.

If you don’t have access to feather fall or some other similar helpful magic, your first task after crossing the gangplank is to identify all the dragonmarked Lyrandar crew members on board. One might possibly possess an aberrant dragonmark feather fall ability. Buy this crew member many beverages in the reception lounge.

Look for life rings. These soarwood rings are placed strategically along the main deck of better airships, allowing you and three of your fellows to float safely to the ground.

If you can find no life rings and cannot fly under your own power, then we suggest attempting to reverse the crashing of your ship. Remember that airships are naturally buoyant, so that most crashes result from the bound elemental driving the ship into the ground (by accident or, more rarely, from spite). If a rogue elemental can be suppressed or an uncontrolled elemental commanded in some manner, the ship should remain afloat.

In rare instances, significant damage to an airship’s soarwood hull can negate its floating properties. If this is the case, we suggest finding the most structurally protected area aboard the ship and barricading yourself there. It is possible that the ship might collide with the ground at an angle, leaving much of the hull intact. Whatever you do, do NOT wait until the ship has almost crashed into the ground and then leap off. You will strike the ground at the same velocity as the vessel, and will almost certainly be slain.

Without a magical means of surviving the crash, your best hope is to right the ship. In the wheelhouse located at the stern, pull back on the yoke as far as you can. If the wheel is unresponsive, apply a mending spell to the support structures for the elemental ring surrounding the ship.

As a last-ditch effort, suspend yourself in the netting used to secure cargo in the airship’s hold. The elastic nature of the netting may provide some cushion to the crash—enough, perhaps, to at least preserve an identifiable corpse.

Along with these other methods, we might humbly also suggest a prayer to whatever church you find most comforting in your time of need.

HOW TO SURVIVE SLAVERY IN DARGUUN

When Korranberg Chronicle reporter Kole Naerrin went undercover as a warforged indentured servant in Thrane, his bondage was limited in duration and tempered by that nation’s generally well meaning (if rigid) code of justice. Make no mistake, though: if you fall into bondage in Darguun, your experience will be nothing like Naerrin’s demeaning but relatively painless work-a-day servant’s life.

As a slave in Darguun, you will be whipped, starved, and kenneled with beasts. If you are lucky enough to survive, your bruises and the stink of goblin will be set so deep in your flesh that you may never feel yourself again. The first rule of slavery in Darguun is thus: avoid it at all costs. Some calamities cannot be helped, however, and for those unfortunates fallen to chains under the shadow of the Red House, the Wayfinder Foundation offers these survival tips. Follow orders. Slaves are cheap in Darguun, and the bugbear overseers think nothing of slitting a recalcitrant slave’s throat to save gruel at mealtime. Be especially obedient immediately after capture in a large group, for the overseers will be looking for a head to pike as an example to others.

Know your captors. The Rhukaan Taash, the Kech Shaarat, and the Kech Volaar value power, revolution, and knowledge respectively. Appeasing your masters is easier if you know their predilections. Beware the Kalkor Marguul; to praise the Lhesh Haruuc in their company is to invite a halberd in your skull. Improvise. You will need weapons to escape, but not even the dimmest goblin runt deep into his rotgut allows a slave to arm itself. The “shusk,” a bugbear canine tooth lashed to a stick, makes an effective dagger, and is readily constructed from the remains of bugbears beheaded for disloyalty. One tale that reached Conclave ears described a monk of the Orlaun monastery near Wyr who fashioned a spiked chain from bugbear teeth, rat sinew, and his ankle shackles. The Foundation highly recommends learning basic weaponcrafting and escape skills (useful for wriggling free from bondage) before journeying to Darguun.

Keep your head up. A slave without hope is a slave who will never be free. A slave with his head down is a slave who will never see the key left carelessly on the wagon yoke. A gnome chimney sweep escaped a life chained inside the flue of a Wyvernskull tavern when he saw an ignorant goblin toss an unread scroll of teleport onto the cold embers. Be ready for any opportunity to escape.

If you are a former Darguun slave, contact the nearest House Sivis message station at our expense. The Piton wants your story! Earn gold and support your fellow Wayfinders!

[Piton Ed. note—The Wayfinder Foundation’s newly unveiled Map Perilous shades Darguun as an amber travel zone. This makes the advice in this article all the more relevant as hordes of amateur explorers, treasure hunters, and foolhardy travelers are bound to see the amber shading as an open invitation to visit the Lhesh Haruuc for high tea. Please circulate this article liberally among your acquaintances in the traveling community—the life you save could be a friend’s.]

HOW TO SURVIVE A SACRIFICIAL RITUAL

The sahuagin of Shargon’s Teeth, the Dragon Cult orcs of the Shadow Marches, the Carrion Tribes of the Demon Wastes, the Seren barbarians, and even the drow and debased giants of Xen’drik—all these practice living sacrifice. As a service to its readers, the Rope and Piton provides the following advice to those who find themselves trussed to the stake.

Feign conversion. Take a cue from the thunder guides and always know the language spoken in the area you are exploring. If captured, call out in this language as if visited by a holy spirit and shout the praises of whatever deity is relevant.

Generate distraction. If you are a mage with the ability to cast spells by word alone, conjure a monster in the middle of the congregation. If your animal companion escaped and is lurking at the amphitheater’s perimeter, order it to howl. While the savages are focused elsewhere, make your escape. Demonstrate unpalatability. Most sacrifice rituals demand a strong, pure victim. If you manifest signs of disease, madness, or any other trait that is anathema to the savages’ culture, you might be spared a death on the altar.

HOW TO SURVIVE BEING THE SOLE SURVIVOR OF A THUNDER SEA EXPEDITION

The regions touched by the Thunder Sea are many and varied, but they are united in their degree of peril. Should you find yourself alone on a continent far from Khorvaire, observe the following guidelines.

Look for explorer marks. These precious signs can be a lifeline. You are not truly alone if you find writings left for you by your fellow explorers.

Do not be a “Khork.” The veterans of Stormreach refer to those who leave Khorvaire for the first time as Khorks. A Khork expects there to be water around every corner, an everbright lantern over his shoulder when the sun sets, and a cooler cart of fruit and cheese to stop politely in his vicinity each meal hour. This will not happen in the wild. Always hoard water. Expect the worst and prepare for it.

Do not enter unexplored territory. Stay put if you can, since a rescue party is most likely to begin its search where you were last seen. Above all else, do not go somewhere that you have not previously ascertained to be safe. Among other dangers, your new location could prevent divination magic from locating you.

HOW TO SURVIVE A VOLCANIC ERUPTION

The increase in demand for shards from the Dragon Below has resulted in more and more Wayfinder members daring the reaches of Khyber on prospecting missions. Since these shards are often found in and around volcanoes and other natural magma flows, we present this guide to not being burned to a cinder.

  • Mind the ashes first. While the glowing underground river of magma flowing toward you is certainly alarming, keep in mind that you will be dead before it arrives if you do not protect yourself from the massive clouds of ash produced in an eruption. While it would be best to have a breath mask of some kind, even just putting a damp scarf over your mouth can increase your survival time. If you are in a group that contains a warforged, homunculus, or other nonbreathing creature, rely on them to lead you away from the worst of the ash.
  • Avoid the magma at all costs. Do NOT rely on standard magical protections against heat or fire. Molten rock can easily overwhelm all but the most powerful protection spells. More than one explorer has thought himself proofed against the magma’s intense heat, only to find his abjurations expired within seconds and his body consumed by fire shortly thereafter.
  • If you are on the mountain itself, move quickly but carefully down and off it. The side of an erupting volcano is highly unstable and prone to rockslides, in addition to the dangers of aboveground lava flows catching up with you. If you have access to flying magic, now is the time to use it.
  • Once away from the volcano, find the highest ground you can. Lava will flow to the lowest point, although keep in mind that flows of over 60 feet in height have been recorded. It is much better to find a safe place to wait out the worst of the eruption (which can take days) than to risk flying through the ash-filled skies and over molten ground. Be careful if you use an extradimensional space to hide from the lava flow; the duration of the spell might not be sufficient, dumping you into the lava when it expires.

HOW TO DEAL WITH DARK ELVES

It has recently come to the attention of the Wayfinder Foundation that an increasing number of explorers of the Lost Continent, when faced with an angry band of dark elf savages, are attempting to battle (or worse yet, parley) their way out of the situation. We cannot emphasize enough that this is NOT recommended procedure. We present this more rational approach to extricating oneself to safety.

  • Begin running. If possible, run back toward your vessel or mounts. If no such conveyance is available, simply run directly away from the dark elves.
  • If you are carrying sufficient quantities of antitoxin—and by all means, you should be—begin quaffing liberally while running. Dark elves make extensive use of poisoned arrows and spears, and a quick nip of preventative elixir has saved more than one explorer.
  • Try to keep to brightly lit areas. The dark elves find the glorious sun uncomfortable, even painful, and may be discouraged from pursuit if forced to follow you across a wide-open savannah at noon.
  • If all else fails, try leading your dark elf pursuers toward any encampments of giants you have previously encountered. With luck, the two races’ mutual enmity should cause them to begin attacking one another, allowing you to slip away in the confusion. However, be warned that this trick has a high likelihood of leaving you facing an angry group of giants, which may be worse than your current situation.

Membership

The Foundation can play an active role in the campaign even for characters who are not members, but when they learn of the Foundation’s benefits, many players will want their characters to join. In the end, the quest to earn membership can be an exciting adventure in and of itself.

To become a Wayfinder, a character must receive a personal invitation from one of the Foundation’s trustees. Unless a trustee has blacklisted a character out of personal or professional animosity, the Foundation Conclave extends an invitation to any invited character who meets one of the following criteria.

  • The character has adventured in at least two lands beyond Khorvaire (Xen’drik, Sarlona, Frostfell, Aerenal, or Argonnessen).
  • The character has personally recovered foreign objects exceeding 10,000 gp in value and sold them through the Foundation’s biannual Relics and Antiquities Auction.
  • The character is an extreme explorer of 2nd level or higher.
  • The character has escorted a true giant of Xen’drik or a dragon of Argonnessen to the Conclave headquarters in Fairhaven (as a peaceful guest in an exchange of knowledge).
  • The character contracts to accompany a Wayfinder Expedition and has at least 9 ranks in two or more of these skills: Survival, Craft (cartography), and Knowledge (nature).
  • The character successfully bribes trustee Imre Levalle (see below).
  • The character is personally recommended by Queen Aurala of Aundair, King Boranel of Breland, or Lord Boroman ir’Dayne.

The Foundation sometimes extends invitations for other remarkable achievements of exploration as the DM sees fit.

Membership Rewards

Members of the Wayfinder Foundation enjoy the following benefits:

  • Access to Wayfinder Foundation lounges, bunkrooms and travel lodges at lightning rail stations and airship docking towers (see Chapter Three: Points of Origin).
  • Subscription to the Wayfinder Foundation’s quarterly newsletter, the Rope and Piton, published by the Korranberg Chronicle. A character who reads the Piton picks up explorer tips and survival techniques, and for each issue that a character reads, he can apply a +1 insight bonus on a single Knowledge (geography) or Survival check.
  • As a sponsor, the Foundation advances 300 gp per level of the adventuring Wayfinder in return for a one-fifth share of treasure on select expeditions. The Foundation also reserves the right to place the words “Wayfinder Foundation explorer” in front of any use of the adventurer’s name in coverage by the Korranberg Chronicle or other journals. Sponsorship is available for forays into the Demon Wastes, Q’barra, the Shadow Marches, and any continent other than Khorvaire.
  • Automatic success when bidding for a place in a Wayfinder Expedition (see below).
  • The opportunity to sell big-game carcasses to the taxidermists responsible for the trophy room in the Foundation headquarters at Fairhaven. Taxidermists will purchase the body of any magical beast, aberration, or plant creature recovered from the Demon Wastes, the Shadow Marches, Q’barra, or any continent beyond Khorvaire, paying 500 gp per Hit Die (to a maximum of 10,000 gp). To keep their collection varied and to support as many Wayfinders as possible, the taxidermists buy only one trophy per year from any Foundation member.
  • Insurance in the event an expedition goes bad. Every adventure sponsored by the Wayfinder Foundation registers a return date with the Conclave in Fairhaven, and the Conclave dispatches a Wayfinder rescue team (see page 52) to investigate should a mission fail to return in time. If the rescue team determines that an expedition has been irrevocably lost, the trustees send 100 gp and a lily bouquet topped with a kieros leaf to each party member’s next of kin.

Expeditions

In addition to sponsoring numerous smaller missions, the Wayfinder Foundation organizes two major expeditions per year. The spring expedition always sails for Xen’drik, casting off from Sharn on the first of Dravago to take advantage of the cooler winter months in the southern jungles. The destination of the autumn expedition varies, with Conclave trustees currently considering proposals for a skiff flotilla into the Shadow Marches, a jungle dig east of Adderport in Q’barra, a dinosaur-mounted expedition into the Blade Desert south of Zephyr Keep, and an airship drop into Seren.

These expeditions are grand affairs, and a month or more can pass while porters, thunder guides (see page 64), field scholars, Wayfinders, translators, engineers, adventurers, House Jorasco healers, and safari-going nobles assemble. Cities and towns vie for the privilege (and economic boon) of hosting a Wayfinder Expedition launch. Expeditions are typically named after their chief benefactor or highest-ranking noble, (“The ir’Dayne Expedition,” for example).

The Korranberg Chronicle covers these expeditions in great detail over many weeks, especially if a celebrated noble is accompanying the mission. When the royal twins Wrel and Wrey of Aundair took a break from their studies in Arcanix to accompany an expedition into the Dragonreach, they wound up squabbling publicly over the son of a Lhazaar prince who happened to be serving as first mate. The Chronicle sent four reporters to cover the ensuing uproar.

Always soliciting funds, the Foundation sells shares in its grand expeditions for 1,000 gp each. Anyone can buy shares, but the Foundation’s excellent reputation has created high demand. Availability is limited, and each player character can buy only one share per expedition (two shares for PC Wayfinders). The results of an expedition (excluding one on which the PCs are members, of course) are determined by rolling on the table in the Quick Resolution: Expedition Results sidebar. An Expedition returns after an average of three months, at which time the dividends, if any, are paid to shareholders.

The Trustees

Five trustees administrate the Wayfinder Foundation and make up the Foundation Conclave. Lord ir’Dayne also claims a seat in the Conclave, and (if he wishes) exercises ultimate executive control, including veto power and the right to determine expedition destinations. In reality, though, his wasting curse prevents him from taking an active role in all but the most important matters. Full board meetings occur monthly at Foundation headquarters in Fairhaven.