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Adventurers in Starhelm

Adventurers in Starhelm are a mixed breed of helpful, happy folk willing to trade song, story, or treasure, or can lay waste to your home (either intentionally or accidentally). Most folk appreciate what adventurers can offer and respect those that can take risks the typical person will not. Some fear adventurers and the harm they can cause. Some plot against those same adventurers, seeking to rid their street, town, city, or continent of those that do what they want because they can. Just as there are countless examples of adventurers, so too are there countless opinions on the rights and privileges of the heroes and villains that seek fame and fortune.  

Adventurer Companies

Many adventurers like to congregate in groups, small or large, to help protect themselves, engage in camaraderie with like-minded individuals, and increase their chances of success. Some companies have been brought together specifically for a purpose; some naturally form as their members each vie for the same goal.   In Avandar one such example of like-minded individuals is The Order of the Guardian Step, an adventurer company dedicated to the beliefs and practices of Parfin the Far Stepper. They are one of the most prevalent, widespread, and popular companies in all of Starhelm.   A popular company in Essillion is the Company of the Learned Talon, a group of knowledge seekers dedicated to filling and preserving The Rookery, a library dedicated to Gnurich.   Meadowspring is also the home of a band of light-hearted adventurers, Halflings one and all, that are known as the Happy Heart Travelling Troupe. They spend a great deal of their time traveling through the hills and lightening the mood (and sometimes the pockets) of their audience. They have grown in popularity of late and they have had to reluctantly turn away some Happy Heart hopefuls. The current leader of the troupe is Jillian Jamjar, named for her ‘sticky’ fingers.  

Adventurers in Society

Essillion and Avandar both welcome and accommodate adventurers but certain rules and expectations must be met. In both Avandar and Essillion adventurers must present their arms when entering the city, though they do not have to give them over. The guards and watch of the cities reserve the right to confiscate weapons they feel are too dangerous, but this is rarely done. If necessary, they will present the adventurer with a slip of paper indicating where to pick up their weapon when they leave. This has caused some great commotion at times so guards and watch members need to be extremely careful about when they enforce this rule.   Members of formal adventuring companies are asked to keep a form of identification on them indicating their membership with said group. Some of the benefits of adventuring companies is the ease at which they can enter and leave a city, as long as they are displaying or carrying their identification.   Outside of the cities, adventurers are treated like any other stranger, but usually with a bit more care, due to the volatile nature of some adventurers. Most people will look for news, stories, or trade with adventurers but once that is finished, they leave them to their own devices.

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