Adventurer Profession Profession in Anogwin | World Anvil

Adventurer Profession

Bettering the World

The Adventuring profession is a career that everyone has dreamed of joining at some point. Every kid dreams of slaying dragons and rescuing beautiful princesses, but there is much more to the career than that. This field of work is both extremely specialized and immensely flexible. Adventurers can be hired for everything from dangerous pest extermination and protective escort duty to resource collection from dangerous sites, tracking fleeing or missing persons, and anything in between. The Adventurer career is one that is vital to the function of civil society.    

Those Who Follow The Path

These are men and women who become Adventurers. They come from all walks of life and can have a diverse range of skills, knowledge, and talents. They all come together to help civilization function and prosper. From wealthy nobles to the poorest pesents, anyone can join the Adventurer career path. All Adventurers, from Warriors to Wizards, have roles to play to improve the world, each with unique skills and abilities to use.   Yet, not all who join this field of work have kind souls or good intentions. Adventurers are allowed special rights and privileges that can be easily exploited for personal gain and harming others. Ill-intending Adventurers can smuggle illicit goods into settlements with little effort, break into the homes of innocents on false claims, and point law enforcement at those who have done no wrong. Adventurers who abuse their power and privilege are harshly punished.    

Classes

In order to become an Adventurer, someone must either already have a Classification or be assigned one upon joining. A Classification, or Class for short, is a specialized type of skill set and abilities. This can be explained along a similar line to trades of craft. Each Class has its own specialties, techniques, and tools. Classes are categorized into Martial, Mage, and Hybrid types. For more information, be sure to read the Adventurer Classes article.    

Party Roles

A group of Adventurers who work together to complete quests is known as a party. Adventurers in a party fill set roles to maximize versatility, survivability, and efficiency. The roles are Shield, Support, Striker, and Mage. Some roles can only be filled by certain classifications of adventurers, such as the support can only be filled by someone with advanced abilities to heal, and preferably also enhance allies and/or cripple foes and/or be able to rapidly provide recourses in combat such as ammunition or Myst Crystals. But there are roles that can be filled by almost any adventurer, such as the striker, which can be filled by anyone, caster, martial, or hybrid, whose primary goal is to cause a greater amount of damage than the rest of the party. Meanwhile, the Shield is someone who focuses on defense, hindering attackers, distracting enemies, and taking blows for party members. And lastly, the Mage role is fairly self-explanatory. The role is filled by someone who is trained and able to wield magic.   A party can be made up of more than four members and can contain more than one member of any role. The party’s average size is between 4 and 8. Any more members and party tactics become too difficult to manage.   Some parties will designate an encompassing leader for all purposes of the role. Other parties work on a democratic system, which allows for everyone to have a say in actions taken by the party, but this can be hectic in the heat of battle. Many parties will use democratic votes for non-combat actions and will designate a tactician to guide the party in the battle to the best efficiency.    

Adventuring Society Operations Bureau

The Adventuring Society Operations Bureau, or ASOB for short, is a group that supports and regulates the adventurer community. ASOB has offices in almost all cities across the globe, where they are welcome. All official adventurer guilds are registered here and must make a payment every six months to keep their required certifications. The fee for recertification is dependent on both the number of members in the guild and the rank of each adventurer.   The Bureau also audits all guilds and parties regularly. Any group, be it a guild or party, caught acting outside of ASOB professional standards will be fined. If a group receives 3 fines within 5 years, the group is disbanded, and each individual is blacklisted from the profession at best, but punishment can extend to incarceration or even execution if the infractions found are severe enough.   The ASOB isn’t just a regulatory group but also provides support services and legal defense. The Bureau will buy collected recourses for a reasonable price and sell supplies at a just as reasonable discount. The Bureau also keeps craftsmen of all kinds on retainer to provide repair and crafting services for a price that is fair to both the adventurers and the craftsmen. The Bureau provides legal defense for any adventurers who are being sued for something the Bureau finds unjust. The Bureau also will provide lawyers if an adventurer has evidence of being mistreated in a manner that can be legally punished. The most common legal defense case topic is failure to complete a quest because of factors outside of the advertisers’ control. The most common legal action taken by the Bureau on the behalf of adventurers is denial of payment after quest completion. The quality of legal services provided by the ASOB is only of moderate quality unless a Master rank is the one in need of the services.

Career

Qualifications

Adventurers are required to have either martial combat training and/or Mage training. Additional qualifications that are favored, if not required, are wilderness and hazardous environment survival training, mechanical proficiency, criminal investigation credentials, and other useful forms of training or skills.

Career Progression

Grand Ranks

  1.  Master 
  2. Elite 
  3. Advanced 
  4. Journeyman 
  5. Apprentice 
  6. Novitiate
  Between each of these ranks, there are five levels to display the experience of the adventurer.    

Subranks

  1. Adamantine
  2. Mythril
  3. Gold
  4. Silver
  5. Copper
As an example, a Copper Novitiate is the lowest level of adventurer, and Adamantine Master is the highest level attainable.  

Sage Rank

There are those above Adamantine Master rank. These individuals are simply known as Sages. Sages no longer act out in the world beyond training lessers unless events are of the most dire sort, and even then they might not act. Sages have been bound by deific forces to prevent action because of their sheer level of power. Sages are exceedingly rare and are near-impossible to find unless they want to be found.

Payment & Reimbursement

Adventurers are normally paid in Deckra or credits but will also commonly take enchanted items, free body modifications, mystech, or resources the party may need. If the party agrees to it, they can even be paid in simple favors or information.

Other Benefits

General Benefits

There are plenty of appealing benefits for anyone joining the field. Adventurers are allowed to cross any national borders without fines and can even enter with restricted items and resources if they have proof that they are taking it to a legal recipient. Adventurer guilds also have access to supplies and resources that are normally restricted to the public. Some of these items are restricted types of weapons and ammunition, and casters can gain access to restricted spells. All Adventurers are given a life insurance plan free of charge, and the value of that plan increases based on their adventurer rank. Some property owners will provide living, training, and/or storage space for a discount in exchange for discounted services if they are ever needed. Some of the best Adventurers can gain access to Knyght, War Machine, or Iron Wraith mechs.    

Purchase and Sale Benefits

When jobs are sparse, adventurers can set out to gather resources to be purchased by the Adventuring Society Operations Bureau. The ASOB will purchase the goods for a reasonable price based on the quality and rarity of the material. These goods are sold for a profit to craftsmen in all fields. A portion of all materials collected this way are set aside for sale to other Adventurers. These materials are sold at a discount to Adventurers as a standard benefit of the field. This has multiple benefits for the bureau. First, it increases the likelihood of Adventurer's business with the Bureau, which increases profit. Second, it allows Adventurers easier access to valuable and rare resources, which allows them to have better equipment crafted or commissioned, which increases the general Adventurer survival rate.    

Caster Exclusive Benifits

There are several benefits that draw Mages and Hybrid Casters to become Adventurers. The biggest of which is that upon completing official paperwork to become a member of the community and being classified, they are provided with everything needed to craft their Spell Focus if they don't already have one. This includes materials, tools, and training needed for the crafting.   Caster Adventurers who are in good standing with the Adventuring Society Operations Bureau gain access to a universal library of spell books, grimoires, and spell theory documents. These libraries can be found at any ASOB branch office. As a Mage raises their Mage Circle, they are granted access to spells within their current Circle.   Mages and Hybrid Adventurers can be sold materials to craft a new Spell Focus at a discount if their previous Spell Focus was damaged beyond repair. Any materials needed to repair a damaged Spell Focus can also be purchased at a discount.   Mages and Hybrid Adventurers can also train and study under an Adventurer of higher rank for a discount. However, these training and guided study sessions are limited in number and require a specific goal for each session. This goal can be learning a specific spell or ability to advance the student's understanding of an aspect of spellcraft. As the Mage or Hybrid Adventurer raises their rank, they are allowed fewer and fewer lessons because the instructors are required to focus on the training of lower-ranked Mages and their ilk. Of course, growing in rank for a Mage requires more than theory. Regular practice is needed to gain power.   Elite and Master ranked Adventurers normally will attempt to seek out a Sage of the same class for training. While there are Sages who maintain ties with the Adventuring communities, they are exceedingly reclusive and extremely selective of who they train on the rare occasions they do train someone.    

Martial Exclusive Benifits

Martial Adventurers in good standing with the ASOB have additional discounts on repairs for armor, weapons, and non-Mage-based equipment. These discounts extend to magic weapons, armor, and equipment if there is a Mallorick or proportional skill available.   Martial Adventurers have the benefit of being able to take training under an Adventurer with the same class of a higher rank. Unlike magic training for Mage Adventurers, Martial combat training has no limit on training sessions, but in order to gain any benefit, they must train with someone of equal or higher rank. More regular training is required for Martial classes to gain any benefit because it has less to do with an intellectual understanding of theory and more ingrained situational understanding and expansion of personal skills.    

Hybrid Exclusive Benifits

Given the unique abilities and related requirements of being a Hyrbrid Adventurer, they gain the equipment and Spell Focus repair bonuses of both Mages and Martial Classes. But these Adventurers also require very specialized training. They are trained spell theory and advanced spell and ability mechanics in the same manner as Mages, the classes lessening as they gain ranks, but they maintain martial practice like a standard Martial Class. Hybrid Adventurers are a rare sight to encounter, and as such finding training for them can be a challenge.    

Master Exclusive Benifits

Upon reaching the rank of Master, an Adventurer can gain a passive income from missions completed by the students they train regularly. Each Master has a set number of student slots for each rank of student. The number of slots increases as the Master gains ranks. These slots are not based on Grand Rank rather than Subrank per student. The income gained per mission is as follows:
  • Novitiate: 3 Silver
  • Apprentice: 8 Silver
  • Journeyman: 2 Gold
  • Advanced: 8 Gold
  • Elite: 3 Platinum
  The passive income is paid every time the student recertifies with the ASOB by a value based on how many quests they have completed.

Perception

Purpose

The protection and expansion of civilization.

Social Status

Some Adventurers are revered as celebrities while others are seen as little more than thugs. The perspective of the Adventurers varies from party to party and location to location.

Demographics

Advanturers can be found among any species and breed of Sophic Species and even some Bellicose Species. Adventurers come from all walks of life, from urchins to nobles. There are even some national leaders who join the Adventuring field for one reason or another. Adventurers can be found working and living everything from the largest hive-cities to the smallest villages.

Operations

Tools

  • Weapons
  • Armor
  • Munitions
  • Maintenance tools and equipment
  • Camping equipment
  • Therra-node
  • Other Assorted Gear

Materials

    All of the following are optional and dependant on skills and needs:
  • Travel Rations
  • Wilderous Survival Kit
  • Delve Kit
  • Herbal Kit
  • Medical Aid Kit
  • Smithing Kit
  • Equipment Repair Kit
  • Machinist Kit
  • Potion Kit
  • Enchanting Kit
  • Trap Disarming Kit
  • Forgery Kit
  • Disguise Kit
  • Lockpicking Kit
  • Hacking Kit
  • Other Various Kits

Workplace

Adventurers don't work desk jobs under normal circumstances, instead, working in the field. They can be found taking work in cities or villages, the wilds, on roads, in ruins and maybe even in the far realms.

Provided Services

  • Monster Slaying
  • Civilian Protection
  • Artifact and Relic Retrieval
  • Criminal Investigation
  • High-Value Target Escort
  • Any Other Needed Services

Dangers & Hazards

  • Monster and animal attacks
  • Bandit attacks
  • environmental hazards
  • trap hazards
  • Possible threats from Gods, Titans, and Eternals
Alternative Names
Aver(s)
Type
Public Services
Demand
High
Legality
The adventurer field is legal if one is contracted with a guild and is granted a degree of legal authority based on rank. Most forms of authority reach across nations.

Comments

Please Login in order to comment!