A Treatise into a life of Coin and Peril
Perhaps there was a time when the word "Adventuerer" meant something truly grand and noble. Fat chance of that these days however, for we are long since past the Age of Heroes. Welcome to the reality of this blighted world, there are no heroes anymore, just whatever sorry adventuerers that weren't lucky enough to die with the others from that age. An Adventuerer is someone who takes risk, who pursues a goal either from promise of payment or whatever moral argument they seem to come up with that day. In fact so notorious is the ever changing moral "alignment" of these roving bands of heavily armed thugs that some common deragatory slang for adventueres are "Rented Raiders", "Coin Talkers", and "Hearth Hated". Regardless, adventuers do not particuralry care most of the time what others think, or they simply bludgeon everyone who dares voice their disdain for them. However, heavily armed thugs can still have their uses for all the trouble and mischief that acompanies them. Indeed some of the greatest feats and discoveries in this world can be attributed to adventuering groups, who sometimes form bands or "parties" for better chances of survival.
The life of an Adventuer is not a good thing. Forget any romanticism about the beauty of wandering the land righting wrongs, embrace the reality: it is to be a wandering brute, responding to every problem with overwhelming violence, and getting paid to regurarly go to places that offical armies or city guard do not want to go. It is to engage in work both legal and illegal, to risk ones neck for the mere, faintest promise of coin. It is to explore dungeons not oppened for millions of years, home to the most indescribable horrors all for the hope of maybe finding enough rusted, dust covered artifacts to make up for the death and blood spilt finding it. Coin is spent just as fast as it is earned, on drink or companionship, or whatever vices one might have. There is little to differentiate an adventuer from a sellsword besides perhaps a level of professionalism. There are no "guilds" for such souls, or at least they are not widely popular, and there is no safety net for if one falls on hard times. They typically live effectively as homeless nomads, sleeping in dingy wooden taverns in between bouts of intense blood and gut spilling battle. It is a profession that almost never lets anyone retire into a nice and quiet life, and there is even a level of superstition or "unspoken tradition" of finding shame in surviving to retire form adventuering ways. Most commonly, one either dies, or is forced to give up their adventuering career due to limb loss or other such serioues medical cases. The fact anyone willingly enters this life means that whoever is an adventuerer themselves has something they are running from, no other option, or are just insane. So for all its flaws, why would anyone do such a thing?
Coin.
It has always been for coin. Ever since the first pages of history were written, people would offer services in exchange for something they wanted. Coin is the reason that dooms untold millions to violent deaths in dungeons deep and caverns oh so old. Coin and for some glory and prestige are the reasons one continues to be an adventuerer. It is for this reason they are so useful to others, for coin hungry thugs can be easy to get to do odd jobs so long as they are kept on tight leash. This is how some of the most daring feats of bravery and foolhearted pride have been commited in the name of not gods, not men, not women, but coin. The glittering, beautiful glow of gold in pitch black tombs. That jingle of pouches full after desecrating centuries old buiral grounds, and the stories to be told around taverns and inns by whoever survives. That, my friends, is why the adventuer exists even to this day, for there is always a need for foolish men and women willing to die for the smallest of reasons.
Career
Nothing, aside from being insane enough to actually walk around and declare oneself as an adventuerer. However previous training tends to let rookie adventuerers survive past the first skirmish.
Coin, Fame, Weapons, and whatever vice one may want indulged.