02 – Adventurers

In the year 917 CE, Lord Drakewyn of New Aetaltis made the Declaration of Talimane. In that historic speech Drakewyn declared adventuring as a valid occupation. He further commanded that all who chose to follow the adventurer’s path should receive the same respect and rights as the members of other crafts and professions.

This marked a turning point for adventurers in the Sea of Tears basin. They could come out of the shadows and take a place in the heart of society rather than on the outskirts where they’d been forced to exist prior to the declaration.

The declaration alone, however, was not enough to change the way adventurers were seen. Opinions are not instantly swayed just because the lord of a nation commands it. What changed the way society viewed adventurers were the adventurers themselves.

Lord Drakewyn’s declaration drew people into the profession who would not have considered it in the past. When adventuring was a questionable career choice at best, only those individuals with nothing to lose would choose to become an adventurer. Then, with this official change of status, many honorable and upstanding members of society set out on the adventurer’s path.

This influx of new, honorable blood into the profession caused a marked change in public opinion. Adventurers went from being seen as shadow-skulking outcasts to brave heroes risking their lives for the people. In the years immediately following the declaration many young men and women rushed to become adventurers and the popularity of adventurers soared.

With time the bloody reality of the adventurer’s life has calmed this enthusiasm somewhat. When only a small percentage of those young souls who set out to become adventurers returned, people quickly remembered the dangers of adventuring.

It was also realized that adventurers, like the members of any other profession, are a cross-section of society. Some are stalwart and upstanding while others are greedy or even criminal. While adventurers are still held in higher esteem than they once were, each adventurer must prove his own worth. The lasting change is that most people are now willing to give an adventurer the chance to prove himself, something they never would have done before Talimane.

AETALTAN EXPEDITIONARY SOCIETY

The AES was founded in 922 CE, five years after the Declaration of Talimane, as a formalization of the annual gatherings of adventurers in New Aetaltis. The organizers of the AES realized that adventurers could benefit from the shared experiences of fellow adventurers and sought to gather and record their experiences and discoveries.

HINTS TO ADVENTURERS, MAGICAL AND GENERAL

This book is a critical guide to adventuring in Narosia. Written and maintained by Lord Villem Erenwort, it provides insight into many of the strange wonders of the Sea of Tears. Often comically and sometimes dangerously inaccurate, adventurers will share their copies when possible, reviewing each other’s annotations and notes for any given entry. As these annotated copies circulate eventually they are reviewed and incorporated into a new edition, although some doubt how many of the annotations actually make it in. Fact checking is non-existent since most adventuring careers last longer than the period between editions (roughly five years).

ADVENTURER TYPES

At an abstract level, adventurers can be described by their Motivation, Archetype, Vocation, and Background. Adventurer motivations align with four types of adventure above (i.e. Liberate, Restore, Explore, Hunt). There are four primary archetypes.

Fighters devote their time, training, and expertise to mastery of arms. This includes sword masters, archers, knights, knife fighters, martial artists and more. Fighters excel at waging war and generally lead any team of Hunters, but often follow in teams with other motivations.

Experts are focused on indirect solutions and execution of skills other than arms. This includes rogues, technicians, security experts, grifters, courtiers, and more. Experts excel at finding solutions that avoid direct conflict and generally lead a group of Explorers or Restorationists, with complementary skills for any Liberators. Their skills are usually of limited use for Hunters, but some specializations can enhance a team of Hunters’ ability to set an ambush or lay traps.

Channelers draw Essence directly from the gods according to strict rites and orisons. However, not all channelers are Holy Servitors, dedicated to the Holy Orders of Lensae, as membership in organized religion is not required by the gods in order to channel. Channelers are most commonly Explorers or Hunters, and often serve as spiritual advisors for a team of Restorationists. Liberators are rare, as the will of the gods is that the Deepland Halls should remain sealed.

Shapers gather the Essence around them, forcing it through verbal and somatic patterns to create formulaic effects and change the physical world. This technique, introduced to the world by the Atlan Empire, restored the capacity for dynamic magic that had long been lost. Shapers by necessity are often scholarly; however, basic mastery of utility spells can be complementary to any Disposition or Background. Shapers can be found leading groups of Restorationists or advising Explorers. Their talents are valued by Hunters and Liberators alike, if they can be convinced that such endeavors are worth their efforts.