Adventurers/Adventuring

## Adventuring as a Trade

Whether it be the Adventurers of Sovngarde, Fixers of Zestros, or Ronin of Vaermina, the expertise has always been populated by talented individuals looking to achieve their own respective goals. Most in the trade are good natured and possess a level of selflessness and virtue, but this is not always the case. The main goal for a vast majority of these individuals can fall under three categories: Fame, Fortune, and Utilitarianism. They are very different to sell-swords and mercenaries, as adventurers follow a general code of ethics that sets them apart from these other occupations. This can be simplified as such:

1. Adventurers do not take part in active warfare.
2. Adventurers are not to harm or take advantage of innocents/civilians.
3. Adventurers are not to kill and/or maim fellow adventurers without reason, such as self defense.
4. Adventurers are always to protect the innocent, and should never seek glory over saving those in need.
5. Adventurers are to be properly compensated for the work they have completed, though they may choose to decline.

Very simplistic and broad, but these core tenants serve to separate themselves from those who would raise a sword against anyone for a pile of gold. Because of this, adventurers are often welcomed everywhere in Solus as a reputable trade. It is also to be understood that nations may have their own individual restrictions and laws associated with the practice, such as Fixers in Zestros requiring a certification to work in an Office. At the end of the day, there are always good deeds to be done, dungeons to be delved into, dragons to be slain, and adventurers have and always will be a natural part of life in Tyron.

### Differences Between Nations:

#### Sovngarde:

In Sovngarde, Adventurers are referred to by that common name and it is the most common amongst the rest of the world. They do not require any kind of certification to work, or conduct business, and only require such if they are officially sponsored by the state or another benefactor. Adventurers in Sovngarde often create and join Guilds, which are adventuring companies that serve as an umbrella for groups that work under a common name. They may be contracted to do larger work loads and/or for their gained renown and respect.

#### Zestros:

In Zestros, adventurers are referred to as Fixers. Simply put, they "fix" problems, but are **not** in association with the criminal organization "The Fix." Fixers are graded on a scale from 9 to 1 depending on their accolades and achievements by the overarching Hana Association. Many fixers join an Office to work with other fixers to work together and raise their rank, to which they will either become mentors in the same office or move to a higher ranked one. They often do not possess the same level of comradery as their Sov and Vaerminan counterparts, but they get the job done as well as any others. (For those confused about the grading system, we have attached a small scale below to assist)

#### Vaermina:

In Vaermina, adventurers are referred to as Ronin. Once a derogatory term for a samurai without a master, and a drifter, it has evolved overtime to now be a great honor to wear. Ronin work with other ronin to complete goals, though there is a larger portion than the other nations that choose to pursue a solo career, as the historical definition implies. There is no vaerminan version of the word "guild" so the name is still applicable here. Guilds function much the same as in Sovngarde but with the main difference that guilds require permission from the state to be formed and certified. There is also a large amount of crossover between ronin and onmyoji, as many onmyoji choose adventuring work for their dissertation assignment before becoming certified onmyoji.

### Fixers Scale:

Grade 9 - 5: These fixers make up the vast majority. While there is a progression of strength, there is not an incredible gap in power between grades 9 and 5. They perform most every job imaginable, ranging from escorts to dungeon delving. Many of them become associated with offices during this time, and fight for positions in more prestigious ones.

Grade 4-3: These fixers are the next threshold of power level. This would be the level that many mentors, office owners, and renowned individuals fall under. At this level, many fixers retire and decide to either take cushier jobs or guide the new blood to follow in their footsteps. However, let it be known that they have survived this long for a reason, and are not to scoff at.

Grade 2: These fixers are exceptionally powerful, and are often bought out by major players to perform the most dangerous jobs. Many of them fly solo, and decide which jobs they decide to take as they no longer have any need for an office. While some choose to follow the route of office owning, that is the exception and not the rule. If any of these individuals are on the scene, it will clearly be evident and the utmost respect is expected.

Grade 1: This grade is only awarded to individuals that display absolute mastery and power. These individuals are almost exclusively utilized by the Syndicate and are paid fortunes to perform the most dangerous jobs imaginable. That is not to say that they are invincible, but Grade 1 fixers are often sent to deal with the greatest threats facing the nation. Some have even been known to handle Star of the City level threats alone. It is also rumored that the mysterious group of individuals known as "colors" also belong to this grading, but we cannot confirm that confidently.