Adventurers are a class of person that’s unusually competent in any combination of exploration, combat, magic and the like - and uses their abilities to go on quests. These quests often include slaying Monsters and stopping Villains, but can involve pretty much anything. These quests often have some sort of altruistic motive, though they also usually benefit the adventurers, especially in the collection of loot, rewards and honours. Adventurers that don’t have any motives besides payout may instead be Mercenaries.

Adventurers are a powerful group of people, especially when they combine to form adventurer parties. Due to their penchant to grow their abilities, wealth and fame in a relatively short amount of time, government figures such as mayors, governors and monarchs often keep a keen eye on adventurers and their actions. Adventuring work may often be regulated in ways at higher levels. For example, in Canath the Caste System prevents those of lower classes from doing many of the things necessary to go questing - essentially demanding the adventurers rise in the caste ranks.

In Mogxa, questing is usually done through the Societies of Mogxa, which intelligently monitor, invest in or sabotage adventurers as needed to ensure they remain a boon to ones own society and aren’t at risk of becoming a threat under another. Adventuring work outside of the societies is rare at higher levels, due to the fear that powerful independent adventurers may cause another Adventurer Crisis.

For player character adventurers, see campaigns, pc or the adventurer parties listed below: parties

tag:parties

NPC adventurers: Bloodpaw Bonepaw Bonepaw Bloodpaw Valfrid Veldaks