Call to Adventure
The Bright Lands are filled with wonders and opportunities for those brave enough to venture out into the unknown to seek their fortunes and become adventurers.
Those rare individuals who seek out adventure in the Coastal Realms and beyond, often begin their journey because they have found themselves on the outside of normal society. Skilled commoners not willing to settle for the life they were born into. Noble scions unfortunate enough to be born fifth, sixth, or even further removed from any hope of inheritance. Scholars seeking forgotten or forbidden knowledge outside of their musty libraries. Holy folk who feel impelled to follow a path that leads them away from their temples and cloisters. And outlaws and outcasts who must struggle to make a place for themselves in a harsh world. All these and more find themselves in the life of an adventurer. Most find themselves partnering with a group of like-minded souls to share the danger and increase their rewards. These bands of trouble seekers often name themselves to garner fame, or sometimes infamy. Collectively, these brave souls are known as Adventurers.
The year is 507 AL (After Landing) as marked by the calendar of man. As the saying goes, these are interesting times. After 45 years of peace amongst the five duchies, as orchestrated by the late Duke Tormalin Chalcedon of the Dalishae Duchy, there are signs of a fracturing. It seems unavoidable that war will come to the coastal realms, possibly from without, or probably from within. Whispers of strange things pass by your ears coming from all parts of the known world. These are times that all adventurers dream of, while providing fodder for the common folk's nightmares.
Those who go adventuring have special equipment needs. There are shops who cater to this special clientele, like Fendell's Outfitters Eporium in Lumenos, the capitol of Dalishae Duchy. All an adventurer could need can be found within.
Those who Adventure:
- Alchemist - Skilled with potions, unguents, and other odorous compounds.
- Bard - Quick witted musician and teller of tales. Able to sway others with their words.
- Cleric - Faithful follower of the gods. Often versed in the healing arts.
- Druid - Guardian of the wilderness. Defender of the Wyld.
- Fighter - Practitioner of martial prowess. Comes in many types and techniques.
- Loremaster - Learned of many wisdoms. Seeker of new and lost knowleges.
- Mancer - Practitioner of elemental Magicks. Dedicated to one of the four elemental paths.
- Priest - Willing to give their life in service to their faith.
- Rogue - Acquirer of "untended" objects. Master of the subtle arts.
- And the rest . . .
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