GUILD RANKS
Guild Ranks & Benefits
(Players gain 1 Renown per session played. Players can gain additional renown at the discretion of the GM)
Gilded Compass Ranks
Watcher Expeditionary Force Ranks
Pathfinder – 1 Renown
Trailblazers & Initiates
The beating heart of the guild.
Pathfinders are those who step beyond the known roads and into the unmapped wilds. They scout forgotten ruins, trace lost trade routes, and record the shifting bones of the Shattered Lands.
They are not yet leaders — but they are the lifeblood of exploration.
A Pathfinder:
Charts new territory
Reports dangers and discoveries
Recovers minor relics and lore
Represents the guild in frontier settlements
They carry the hope — and risk — of every expedition.
Benefit:
A Gilded Compass (symbol of initiation and guild authority) and access to Bonecloak Provisions (discounted gear, supplies, and rations).
Wayfinder – 15 Renown
Trusted Guides
Veterans of the path.
Wayfinders have survived the unknown and returned wiser for it. They mentor Pathfinders, steady expeditions in uncertain lands, and are often sought out for their judgment.
A Wayfinder:
Leads small expedition teams
Advises new recruits
Establishes safe routes and forward camps
Represents guild interests in allied settlements
They are no longer merely explorers — they are anchors.
Benefit:
Permission to establish a Bastion in the guild’s honor, expanding the Gilded Compass presence.
A Cloak stitched with the guild’s sigil, granting +2 to Charisma checks within Siothruna and its recognized outposts.
Navigator – 35 Renown
Commanders of the Compass
Leaders who chart not only land — but people.
Navigators assemble teams, recruit promising talent, coordinate large-scale expeditions, and stand as close advisors to Thrain himself.
A Navigator:
Directs multiple expedition groups
Approves high-risk ventures
Oversees guild resources and logistics
Shapes strategic expansion
Their voice carries weight within the guild halls.
They no longer simply follow the compass.
They turn it.
Benefit:
To Be Revealed — but worthy of one who charts the fate of others.
Cartographer – 60 Renown
The Circle of the Compass
The elite.
Cartographers do not merely record the world — they shape its future. Their discoveries redefine borders, reveal lost histories, and influence the destiny of the Shattered Lands.
They safeguard the guild’s legacy and guide its long-term vision.
A Cartographer:
Determines major guild initiatives
Sanctions legendary expeditions
Protects sensitive knowledge
Serves as part of the inner Circle
When a Cartographer speaks, the guild listens.
Benefit:
A Gilded Circlet, allowing the wearer to grant Heroic Inspiration to up to 3 allies per day.
Runner – 1 Renown
Eyes & Echoes of the Wild
The first step into the Expeditionary Forces. Runners carry warnings between outposts, mark unstable ground, and learn to read the signs of awakened magic.
They are not yet hunters.
They are witnesses.
A Runner learns:
To recognize arcane spoor
To identify corrupted terrain
To survive shard-storms and dead-magic zones
To report without embellishment
Benefit:
A Veilmark Token (symbol of Watcher induction) and access to Watcher Supply Posts (discounted field gear, detection tools, and rations).
The Veilmark marks them as under Watcher protection — and Watcher scrutiny.
Scout – 15 Renown
Finders of the Stirring
Scouts range ahead of Watcher patrol lines, tracking magical disturbances before they spread.
They classify arcane phenomena as:
Dormant
Stable
Volatile
Corrupted
They may shadow rogue arcanists, confirm relic activity, or monitor awakened bloodlines.
Scouts are trusted to approach danger — but not yet to pass final judgment.
Benefit:
Authorization to establish a Watcher Field Bastion — a sanctioned outpost dedicated to arcane monitoring and early containment.
Additionally, a Scout receives a Greycloak of the Veil bearing subtle Watcher insignia. While operating within Watcher jurisdiction, the Scout gains advantage once per long rest on a Survival or Arcana check related to tracking magical disturbances.
Ranger – 35 Renown
Hunters of the Arcane
Full expedition operatives.
Rangers engage directly.
They:
Lead containment teams
Secure or destroy unstable relics
Reinforce Scout bastions
Extract viable magical assets
Confront rogue spellcasters
A Ranger understands when magic can be harnessed — and when it must be ended.
Among frontier settlements, Rangers are the visible arm of the Watchers: calm, deliberate, and rarely surprised.
Benefit:
Once per long rest, the Ranger may invoke Veil Authority, granting advantage on one Charisma-based check when dealing with arcane practitioners, magical entities, or Watcher-aligned officials.
Rangers may formally command Runners and support Scouts in their assigned territory.
Warden – 60 Renown
Judges of the Veil
Wardens command large-scale operations and hold final authority in the field.
They determine:
Harness
Seal
Destroy
Wardens oversee major containment events, authorize eradication measures, and report directly to the Inner Circle of the Watchers.
When a Warden arrives, the matter threatens balance beyond a single region.
Benefit:
A Warden’s Sigil Ring, etched with anti-magic script.
Once per long rest, the Warden may:
Grant Heroic Inspiration to up to 3 allies during a sanctioned containment or eradication effort
orImpose disadvantage on a magical creature’s saving throw against a spell or effect used to restrain, seal, or suppress it (DM discretion).
Wardens command Rangers, Scouts, and Runners within their operational theater.