- Adventurer Role: Explorer
- Mapping and obstacles
- It should be possible to optionally hide sections of the map during world generation
- Store region names by entity, not all places would have names, ability to give names to the regions/rivers/peaks etc. that you discover
- Should not be able to cross every river square from travel map unless there's a bridge
- Fording rivers
- Ferries
- Ports and boats (even if they are just used to teleport to other ports at first)
- Lands and beastiary
- More overland map features and local variations
- Scrap good/evil lands for lands with more variety
- Randomized critters in other categories (vermin, roaming creatures, soil critters, plants, etc.), naming them
- Being able to look at a list of all known creatures you've seen and where
- First contact
- If you are exotic enough, leader might be interested in speaking to you even if you are a stranger
- Might be able to exchange gifts between civ leaders and accept and give gifts yourself
- Animal people and other protectors
- Being tracked and hunted if you kill creatures in places you shouldn't
- Scouting and rewards
- Tracking information about new locations and being able to share it with civ leaders
So, basically, we can tack on adding data onto the site finder function, and also have worldgen-era explorers out trying to do the same thing.
For example, rangers might roam and report back all the things they have seen, and also bring back information on the world's minerals if they have some experience with surveying.
Traders can sell survey information between civilizations, so that dwarves in remote mountains may buy survey information from a large human civ, and try to mount an expedition far from home.
Then maybe, if you find some of these things, your retired adventurer might be the expedition leader of the new fortress, striking the earth where he saw promise.