Travelling Adventurer
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There are two kinds of adventurers in the empire. City based adventurers have a stable home and a clear patch of territory that's under the jurisdiction of the Adventurers Guild. But away from civilization and for the small villages that dot the landscape, there are only travelling adventurers. They lack citizenship and are free to come and go as they please. They delve into unexplored ruins, protect distant roads, and battle monsters that live beyond the range of the guilds. They serve an important function, though it's hardly a glamorous life. They tend to be comprised of bands of misfits and outcasts who either can't or won't settle down. When entering new areas, they are required to seek permission from the local lord before starting off on any adventures. Permission is easily granted so long as there aren't too many other adventuring parties in the area. The contract stipulates a time limit, and any extensions must be approved by the local lord. They are also often directed to the local guild where they can assist with missions there at a reduced rate compared to guild members, but it's an easy way to find work and get the lay of the land. The contract also allows the adventuring party to keep anything they find or harvest. They can pick up bounties which are outside of the guild's range, and often times, the lord will task the party with a few jobs that are paid. Travelling adventurers are romanticized in literature and media. However, it doesn't touch on some crucial downsides. For guild members, running afoul of the law means that they may be able to receive financial aid and a trial representative. Travelling adventurers are on their own. Without citizenship, they can't vote in local elections. Many villages have a poor opinion of adventurers because while they do provide an important service, many see them as just hired help who will try to shake down everyone for as much coin as possible. There's no reason to be friendly towards them because they'll be gone next week anyways. Also, one or two bad encounters can spoil relations for future parties even when there is no connection. Many people see actual adventurers as particularly violent and unpredictable, and they see the lifestyle as something people fall into because they can't lead a normal life anywhere else.
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