Origins

While not unheard of in most towns, it is an uncommon occurence for someone to decided they wish to try their luck as an adventurer. With travel being as difficult as it is, the rewards rarely outweigh the very real risk of death that comes with journeys away from the beaten path. Even for those with the combat prowess to survive encounters with monsters, there is still a lot of value in the strength in numbers that comes from being part of a mercenary company.

But despite all this, people choose the life of an adventurer. Some are enticed by a need to discover the unknown remains of the old world they can find. Or maybe they have something (or someone) specific they are searching for. Others are free spirits who don’t want to bind themselves to an organization and its rules. And then there are those who are fleeing from their past. The wilderness certainly serves as a deterrent to whatever is looking for them.

Friends and Foes

There are many different ways adventurers can make their coin, and just as many ways others view them.

Welcome Among Merchants

The main source of income for most adventurers as they start out looks similar to that of mercenaries or hunters. Whether it is as hired help for single travellers, or simply acting as a personal guard within a city, there is always small coin to be found. Of course, a new person won’t have the same renown as an established mercenary company, but they are a lot cheaper.

There is also a market among merchants for whatever raw materials an adventuring party can bring back from the wilds. Pelts and feathers from shinrivs and owlbears can be sold for a high price, and the pay for their meat also helps pad out a coinpurse.

For adventurers proficient enough to strike out further into the wilderness, there are also profits to be had from exploring ancient ruins. Valuable gemstones, lost books, and useful items can be sold to both merchants and scholars.

Guild Support

Once an adventurer or a party become known enough, they might garner some attention from The Guilds. For many, this is even what they aim for, as a guild contract is one of the few guaranteed sources of income an adventurer can get. Having completed a guild contract also gives a boost to an adventuring group’s reputation among more reputable clientele.

Protective Artisans

There can be negatives to drawing a guild’s attention too. The Mages Guild in particular is known for its attempts to hinder adventuring mages who seek to offer their services to a new settlement. Likewise, any other guild will be very protective of its own craft, and providing similar services without permission can cost a fresh adventurer their support forever.

Disturbers of Peace

Of course, not everyone is thrilled by adventurers showing up in their town. The fact that they rarely belong to whatever settlement they are in, gives them a rather blasé attitude when it comes to following rules. Anything beyond a physical punishment can be avoided by simply skipping town, which causes many guards to be harsher when dealing out punishment for crimes to them.

For newer adventurers, money also tends to be tighter. This leads them to accept less upstanding jobs, often working at least partially outside the law, even if they aren’t in direct violation. Because of this, many people, both guards and others, are sceptical to parties without a reputation of lawfulness.