Adventurers and Society

In my setting, the government's too fractured to control much of anything. Between immortal supernatural power blocks, megacorporations that buy and sell star systems, and intergalactic superpowers, it's easy for adventurer-types (such as the PC's) to slip under the radar - until they get really powerful, at which stage they get drawn into the shadow war that's really going on.

And when you get involved in that stuff, you'll never get out alive.

Yes, many characters carry enough firepower to overthrow your typical South American dictatorship. Yes, many characters are loose cannons who think nothing of blowing away an entire government. Yes, many characters are heroes who rage against the dying of the light.

It's a mean old universe out there...
 

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In the game world I'm currently running, regular citizens with PC levels are rare. People with more than a couple of thnose levels even more so. Thus, adventurers don't exist as a recognizable profession. The party is not part of a general case for which a government will have a policy. They are a special case, and will be dealt with based on the government's perception of the specifics as they go.
 

Jürgen Hubert said:
As a continuation from this thread:

What is the role of adventurers in your campaign world? How do they fit into society? What do the authorities think of them?

IMC, adventurers are formed usually by the children of people with enough funds to train their children but not enough money or power to give them a good position in government, religion, trade, or simply suport them for life.* Most tend to form mercenary groups. They hire out for all sorts of reasons, from easy garrison duty to combat in war. The minority are freelancers who seek their own fortunes by "killing things and taking their stuff".

How they fit into society depends on the society. In the more lawful lands, they hire out for garrison duty, sign on for tournaments to fight under a lord, or wait for the occational war or sanctioned raid if they don't want trouble with the law. They are often hired by lords who want them to go elsewhere and preform functions the lord cannot do himself. In the more chaotic lands, where the lord is simply the most powerful thug in the region, they have more free reign and only have to worry about pissing people off who would challenge them. Alliances are made, people are bought, and power established. Considering that the normal way for getting a title in such lands is riding into one lord's land, forcing him out and claiming ownership, adventurers are both a resource and threat.

How authorities deal with them is greatly dependant on their reputation. A well known adventuring party whose reputation portrays them as no threat to the local lord will usually not be bothered or even courted trying to gain their favor. Especially since most contain people from well to do families and even nobility. An unknown adventuring party is a wild card and will be watched, told to leave, or attacked as the local authorities see fit. Here having a bard in the party or paying one to sing and tell stories about them is a good thing, although a party of any note will have these stories checked up on by those interested in them. References are also a good thing as if you can name drop important people your party has worked for, or better yet have letters from them with their seal, it can work in you favor (or not depending on how those important people are viewed locally).


*Also, IMC, the "party" is a recognised social group. Children of all social groups are often teamed up together and expected to be life long friends whose fortunes are shared. This happens between ages 7 and 14. At 14 they recieve training as suits them and their family, and after training they reunite to continue their carreers. It is primarily of imprtance in the upper classes however. The king's son and heir might have a party formed of himself, the child of the head priest, the court wizard, and even a man of the people (ie rogue, because they recognise the importance of a large skill set) and they will be expected to work together and support eachother even after take up their roles in their parents roles. Some rich nobles might simply bring in children of lower class to be in a party with their child explicity for the purpose of keeping them safe. In return they are given training and a chance to raise their lot by working for the noble. For less well off families, it is just a way to provide them with resources to survive in the world.
 
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Its my opinion that once they achieve high enough levels, folks pretty much either accomodate them or leave them alone. In the LOTR movies, I was struck with how, even in the presence of a King, Gandalf pretty much walked around like he owned the place.

It's pretty much like that.
 



Adventurers are not realy a recognized group IMC. Most such groups are considered mercenaries (or bandits if they have a bad rep, free knights if they have a good rep).

As a group gains more power they would also gather allies (and enemies) among the various political powers they interact with. Just as the party is becoming about equal with one political group they come to the attention of the next group up (even if they are not aware that there is a next group up).

A merchant at 4th level leads to his employer at 8th, then the trade guild at 12th, then to the secret cartel that rules over trade in a region at 16th, and finaly "Real Power behind it all" at 20th.
 

Aus_Snow said:
Gandalf though was a special twinky before he even started 'adventuring'. I don't think he counts. ;)

Heh, yes I realize there's differences.

I only meant that high level guys in my games pretty much draw the same sort of reactions from the populace that he drew in those movies.
 


In the last campaign world they were bothered by the ministry of adventuring. It was run by a 20th level rogue. He goes and rescues poor old men with sob stories (in disguise) and points them out to the PC's, thus keeping them busy so they were almost at constant war with the monsters. Or lets their head of their order know where trouble is brewing so they can coincidentally tell the PC's of other monsters. And a bard to tell of the Character's great deeds in a flattering tone, so evil knows who was responsible for that hit.

Oh yeah and that bit about making them a baron of some monster infested valley with a dungeon (castle). Surrounded by monster infested lands.
 

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