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Adventurer

It's a blessing and a curse when an Adventurer comes to town. A blessing a-cause they bring gold, and plenty of it most time. But a curse a-cause you never know what else they'll be bringing. More'n one tavern has died after an Adventurer visits, all for what they brought with 'em. You gotta watch 'em too, while they're there, there's more'n one that gets rowdy-like when they drink. Aye, they're blessings and curses, that's what they are. All in the same package.

Career

Qualifications

Adventurers themselves have almost no universal qualifications, although different groups and specialisations require different skills.  Typically Adventurers are reasonably fit, and able to walk or run long distances at a time as well as carry heavy equipment.

Career Progression

Adventurers typically start out in large, entry-level groups such as local Adventuring Guilds . They often enter through notices posted at taverns or heard from a town crier. The survival rate in these guilds is relatively low and unpromising Adventurers are quickly weeded out. As they gain renown and experience, Adventurers begin applying to smaller and more experienced parties, generally found through word of mouth. A rare few set out on their own and strike fame and fortune.

Payment & Reimbursement

Adventurers, provided they are not in a guild, typically earn from their acts and what they find.  They can make money by selling rare resources, ancient artifacts or simply by coming across treasure troves.  In a guild, most of what is found by Adventurers is claimed by the guild as its property, and in exchange they receive a monthly payment.

Other Benefits

Adventuring is one of the most romanticised professions for those who cannot spellwrite.  Additionally, they are typically unbound by regulation due to their nomadic ways and as such it attracts people who desire a greater degree of freedom in their lives.  Many of the folk heroes of Mythia meet the loose definition of Adventurers, and tales are written about groups of Adventurers that have achieved notable successes.

Perception

Purpose

Adventurers are one of the prime forces of non-military mercenaries, often contracted by other bodies to explore remote areas or bring them particular materials.  They can also act as independent emissaries, often being brought in to transport messages between warring states so as to avoid the politicising of any message.

Social Status

Adventuring is considered a heroic occupation, and many people from the youngest child to the old man in the tavern tell tales of the acts of famous Adventurers.  However, it is seen as an unreliable and chancy career at best and parents typically encourage their children to enter something more stable and more respectable.  Adventurers also have a bad reputation for being rowdy and bringing trouble when they come into town.

History

Adventuring has always been present in Mythia, but the rise of it as a profession with guilds and other such structures has happened only since the beginning of the Age of Greats.  Adventurers, while originally considered rather respectable and kept themselves to themselves, have also developed into a much more interactive group, and some question whether their involvement with wider society is positive or negative.

Operations

Tools

Adventurers typically carry a sword or other melee weapon, and some also carry ranged weapons such as shortbows.  They also are often seen with a large pack and bedroll, containing all the things that they require to survive for months at a time.

Provided Services

Adventurers sell various goods to merchants, as well as taking on jobs from nobles and city states to explore regions of their territory or subdue animal/riftbeast populations.  They can also be used as messengers in times of war as they are traditionally a neutral force.

Dangers & Hazards

The mortality rate of Adventurers is very high, the highest for all professions in Mythia.  The rate of injury is also very high due to the high combat and exploration nature of the profession.

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