A Brief History of the Grand Adventurers Club
The Grand Adventurers Club was founded in the waning years of the 1930s, at a time when much of the world had been mapped but not nearly enough of it had been understood. Its origins trace back to a chance meeting in a smoke-hazed salon where several of the era’s most celebrated explorers—fresh from jungles, deserts, polar ice, and unpronounceable ruins—found themselves with a shared problem: civilization was dreadfully dull between expeditions.
Among the founding members were Sir Reginald Ashcombe, who famously crossed the Darién Gap armed with nothing but a compass and unearned confidence; Professor Eleanor Fairweather, cryptologist of the Silk Road and discoverer of three lost cities (two of which wished to remain lost); Captain “Red” Mallory, airship pioneer and chronic winner of wagers he shouldn’t have survived; and Dr. Octavius Bell, naturalist, linguist, and undefeated champion of strategy games from Cairo to Kathmandu.
When not dodging traps or rewriting atlases, these adventurers passed the time the same way they had in the field: by challenging one another. Dice games were invented in jungle camps to settle who took first watch. Card games decided who carried the heaviest pack. Elaborate tabletop simulations were sketched on the backs of maps to reenact daring escapes, naval engagements, and improbable heists—often improving upon the real events with better odds and more dramatic reversals.
Recognizing that games were more than mere diversions—that they were tests of wit, nerve, luck, and storytelling—the explorers formalized their gatherings into a private society. Membership was by invitation only, awarded to those who had either discovered something remarkable or could convincingly bluff that they had. The Club became a sanctuary where tales were swapped, victories toasted, losses immortalized, and new games devised to capture the thrill of adventure without the inconvenient risk of snakebite.
As decades passed and the world grew smaller, the Club faced a curious dilemma: adventure had not vanished—it had simply changed form. The final blank spaces were no longer on maps, but on tables, waiting to be filled with new stories, new rivals, and new champions. In a moment of rare unanimity (and after a particularly spirited game night), the remaining stewards of the Club voted to open its doors.
Today, the Grand Adventurers Club welcomes the public not as spectators, but as fellow explorers. Visitors are invited to step inside, take a seat at the table, and prove their mettle through games of strategy, chance, and daring imagination. One need not cross deserts or brave lost temples to earn their place—only a sharp mind, a steady hand, and a willingness to embark on an adventure wherever the next game may lead.
The expeditions continue. They just happen to begin at the table.

