Welcome to chapter IX or 9 for those who aren’t as academically capable. In this section we will break down the main job and role for most who buy these books. Within you will find an explanation of Adventuring in society during the First Age. While at the bottom you will find example adventurers who have already gone through the life. Individuals you may meet on your journey, or even fellow companions to drunk at the local inn.
Well we recommend firstly being insane or so down on your luck that you can’t add one plus one to make two and not three. Unless you're a merchant, at which point that is a talent. Thus most adventurers are people who are down on their luck, delusional, or have a grudge that is powerful enough to convince them to fight on without worry for their life. Is that you? Probably not, but you might be a thief looking for a quick coin. At which point we recommend, do not fight the dragon. Take the herb collection quest, trust us.
That is a fantastic question, and the answer is, probably not. See there are two types of adventurers, the crazy ones or experienced focused, who wish to try and shift the powers of the known world. And then there are the collectors, those who do adventuring to gather materials or build up their own businesses. Or to put it another way, those who collect have a goal for after adventuring. Those who focus on experience plan to either die fighting a god or become one. Insane right? Well if you fit into one of these two categories and are desperate enough for cash to fight death defying odds. Then you're ready. If not, well we recommend you return home and pick a new profession. Like farming, that's far safer. Minus the occasional monster outbreaks that attack your farm and fields. But you will do fine, you wanted to be an adventurer!
The first adventurer ever to open a guild and the original creator of the two school system “Mana & Martial”. Was said to be birdlike in appearance, going by the name “Pere-Grine “The Taloned Falcon”. Rumored to be a beastfolk who was said to be a capable mage and weapon master.
Only given to those who have managed to attack, and assist in the slaying of a S rank or higher apex monster. Notably, only five to date have managed to achieve this rank. Including the founder Pere-Grine, Big “The Storm Bear”, Gib “The Fates Failure”, Kaj'in Mor'in "Apex Monster Hunter", Apex Smasher and his party The Oventium Breakers.
Those who have killed an Apex monster below the rank of S and above the rank of C. Almost all have done so either single-handedly as is required, or managed to seal the beasts within items to use their power.
Current number known of this rank: 50
To rise above adamantine that stands at the top of “normal” adventurers is to slay an apex monster of rank F or higher as a minimum. Those who have achieved this have not only done this with a group typically, but are always part of a larger adventuring organization of their own. Typically those who reach this rank will find themselves unable to rise above until an apex monster quest arises. With many having shorter lifespans, this rarely happens in an adventurer's lifespan.
Current number known of this rank: 400
Those who rank only below those who have managed to kill an apex monster. Becoming the pinnacle of power in the world without challenging beasts that redefine existence itself. Many nation leaders rank amongst this number, as well as some of the most powerful adventurers to have existed in history. Though almost all make up the “Mana” technique of fighting style, a few “Martial” based independent leaders have managed the title.
Current number known of this rank: 1,000
Roughly those around the knight to knight captain rank, few who reach this rank travel outside of the capital of a nation. With many being paid handsomely to just be in the area in case of emergency. Thus few who rank amongst mythril are actually seen in person, unless something dire has occurred.
Current number known of this rank: 5,000
Those who are said to spend days out in the wild adventuring of their own decision. Many spend their times searching or delving through the wilds. Though avoiding dungeons and tombs, one can find rare valuables in abandoned caves and mine without worry or concern.
Current number known of this rank: about 10,000
Those who rank amongst the guard captains of the cities. And are allowed/permitted to leave cities or travel between towns without hiring guards as most cities require. Though few who find themselves at this rank rarely step from the set routes. Preferring to buy their materials in town rather than attempt wild undisturbed beast slaying.
Current number known of this rank: about 15,000
The lowest ranking and a position only granted to fresh recruits with little to no power. While each guild may call this rank differently or use other metals. Typically this rank is set for those who deal with giant wasp infestations and dangerous herb gathering. A lot of times this rank is used to fill out the militia or professional military as the nation leader needs.
Current number known of this rank: exactly 37,285
Below are a list of common adventures and quests that can be found throughout the world. Each gives a general description and an example for those who are looking to create their own quest. What is most important to a new adventurer though is the ranking on the quest. Remember to always check what rank of adventurers can take the quest, but as well the danger rating for the beasts.
As one would expect, this is simply to hunt down and either capture or kill a target. Usually offering a high reward, though at the cost of many bounties having been trained killers. Thus this would not be a good quest for those who are looking for a kinder adventure. Examples of bounties should be looked to the Most Wanted list below.
One of the most common adventures or quests one can find or have. Typically like bounties, monsters will cause issues and thus warrant a response. Sometimes this involves scaring off the monsters. Other times, you might be forced to take action against the beasts. Either way, like bounties, one must bring proof of the kill. Once proof is provided, questions of the dead are answered, and your story confirmed. One can expect a big payout even for younger and weaker monsters. As most people refuse to fight these beasts unless it's life or death.
The most broad and open quest one could ask for is a collection classification. Simply put, this could range from taking jobs to collect local flowers for a small clinic. To go and gather the droppings of an ancient beast. Thus the difficulty and danger is varied, but the lowest rank quests typically start in this category.
While quite rare, it is not fully uncommon to find the occasional research request. With many world leaders wanting to know more about different areas of their territory. It can be common amongst the high rank adventurers to find or be offered quests like this. As it sometimes takes years at a time to complete the job. However, they can be quite profitable in the long run. These quest goals can range from anywhere to researching a local migration pattern of some monsters. To find the secrets of an ancient discovered demon lord that the nation leader wants info on.
While not the most common, once an adventurer hits a rank that allows them to leave the city. These quests become all too common, especially to those who hangout near city gates. With many store fronts, merchants and travelers are constantly looking to hire individuals with skills to survive in the wild. An adventurer rarely has to look far for a decent paying quest. Many times you will be walking groups of individuals from city to city. In some rare cases, you may have a delivery that needs to be made quickly. Thus you are chosen for your speed and ability to run away from beasts of the uncivilized world.
The rarest quest in the fact that it is never posted on a board unless it's about to happen. Expeditions are usually set up to take large amounts of troops, mercenaries and adventurers to explore or settle an area. Regin Uthem is quite well known for sponsoring multiple, while other nations are more hesitant. As they cost a fortune to prepare, and many times they are setting out in the hopes of defeating a great beast. Once the beast is slain, typically the road crews who follow up behind and begin their developments. However, in some cases expeditions can be made just to go and investigate a dangerous area. Such as those sent into the deep dark in the hopes of learning more. Thus these quests, while they range quite a bit in goals, they are all considered the highest ranked and most dangerous missions one can take on.
Where would we be truly without the many criminals that make up the world? Individuals such as the Krumps, the Tam clan, and The Black Hand are truly what makes this world go round. Or that's what they tell themselves at least. Criminal quests are rarely found inside well established taverns. Usually given out in the black markets, the underground alleys of most cities, and on a personal basis. These are the hardest to get if you have no connections, but usually the highest paying. That is if you don’t mind avoiding groups like Gnarr and Law who make a habit of taking down criminals and their organizational habits.
Below are two different cultures and examples of quests. With each nation, information given can vary on a quest notice. Thus, keep in mind, some may be better capable of giving a description of what they saw. While others may describe an ancient frost worm as a massive land naga. Not knowing fully the difference between the two. Thus it is always important to gather info before heading out.
In the surface roads a few miners were digging for gems, the poor fools found themselves waking something. Now the northern end of the roads and the entrance to the deeper roads is blocked by a strange scaled beastie. She's frightful to look at and has a strange fiery attack that does not heal from normal clerics. Good luck to the poor saps that take this!
Reward: 150,000 ruby volcanos. Rank: Iron Talon . Difficulty: B+ .
One of our expeditions down the new southern road found themselves ambushed by a large green slime creature. Its core glimmered and my men swear it looked like a piece of the philosopher's stone. I doubt it much but the mage amongst them confirmed it was quite the powerful magic item. Though he could not get close enough to learn much else. See the registry for last known location.
Reward 120,000 ruby volcanos. Rank: Mythril Talon . Difficulty: A .
She's old and it's her time. Seems the poor beast found her way into a tunnel and is blocking our western entrance to the deeper underdark roads. She is definitely an older bear, and stands quite large. Even took out a few stone giant miners with a single hit.
Reward: 115,000 ruby volcanos. Rank: Iron Talon . Difficulty: A .
A large mana storm has been reported about a week's journey south of the city by foot. Seemingly not the feared epic spell that Regin Uthem first thought, it is now believed to be related to the large influx of water elementals in the large death ore vein recently discovered. The Academy of Velkommen requests someone to both document the cause of the mana storm, but as well remove the water elementals and any other elementals in the area.
Reward: 10,000gp per Elemental core brought back, and 45,000gp if discovered the cause of the mana storm, 60,000gp if successfully stopped.
A group of what is believed to be bog giants have made their home on the southern edge of a lake. After the expedition, these creatures were said to have been killed off. However, now they can be found leaping from tree to tree shooting arrows at caravans and passersby. They seem to prefer the heavy swamplands, and only attack caravans with large amounts of coin.
Reward: 80,000 for their death, 85,000gp if brought in alive.
Multiple sightings near the recently unearthed tombs of the clouded age of undead giants walking around and attacking anything they see. These individuals seem angry and refuse to submit after multiple wounds. With the Black Guard of the kingdom currently investigating the multiple massive spell circles discovered in the lands. The city of Niten has put out this request to any who are available. The largest portion of the individual berserkers seems to be focused a week west of Niten by foot in the deep ice forests.
Reward: 25,000gp for each put to rest, and 50,000gp if the reasoning for their sudden attacks is discovered and stopped.