Adventurers in Ardonia
Adventuring across Ardonia is the stuff of legends and heroes. The world is wide and there are many different places and peoples, each one producing their own adventurers. Exploring, investigating strange phenomena, fighting great adversaries, and getting involved with politics and power are just a few activities that occupy the time of these people.
In the Amuran Empire, those seeking an adventurous life are relatively common. Boastful youth and the desperate alike sign up as mercenaries, caravan guards, and as hirelings. Few will rise above these activities and become true adventurers, discovering ancient ruins, defeating dangerous threats, and safeguarding the world. They come from all peoples, all backgrounds, all creeds and beliefs.
Formally the Empire does not condone or forbid these activities. Often useful to government officials when it comes to solving strange problems, they also represent significant power that can threaten the order of the Empire. Imperial administrators are expected to keep tabs on the adventurers within their domains, within reason, and do so to varying degrees of interest and success.
Different 'classes' of adventurers have associations with a few different groups or organizations. The most common form of organization is an adventurer's guild, usually a sort of jobs agency and support network for aspiring heroes. They vary in degree of formality; some operate as loose knit social circles and others with laws and leadership. Beyond that are the more esoteric gatherings, usually involving secret knowledge and magic, an ulterior motive, or professional skills.
Fighters and barbarians often congregate around the arenas and coliseums of the Empire. Home to many combat academies, gladiator schools, or martial orders, the chance to practice and study keeps these adventurers sharp. Bards maintain strong social networks and look out for one another. Though they are often in competition, they are all committed to the same chosen career and lifestyle, sharing a deep solidarity. Rogues can operate within crime networks, families, and syndicates. Crime is often such big business that in many larger cities it is tightly controlled by mob bosses and their cadres of hired muscle.
Concerning divine magic, clerics, monks and paladins (in particular) are often practicing members of the Ordo Sancti or a formal cult within it. Monks differ a bit, almost always either being a part of a spiritual cult within the Ordo Sancti or practicing an informal faith outside the bounds of the Pantheon. Sorcerers and wizards suffer a fair bit of scrutiny when they come together in large organizations. Due to this they often operate informally or as relay networks, spreading knowledge and news in a slow and piecemeal way. The few mage's guilds or magical schools not part of the Imperial government are careful to appear apolitical and disconnected.
Rangers and druids, users of primordial ancient magic, are the least likely to be organized in any structured way that the Empire might recognize. In many cases they operate entirely outside the purview of the local government. Warlocks are the most distrusted of all, having no representative organization to call home. Due to the personal and extra-dimensional source of their power, the Empire considers them inherently dangerous. Warlocks are often driven from settlements once outed, and in more extreme circumstances have been killed after being accused of certain evil doings or ill tidings.
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