An adventurer was someone who took risks in the pursuit of a goal. Adventurers came from all races, and they could be found almost anywhere.
Some individuals became adventurers for fame, others for money. Some sought revenge, while others laid down their lives in defense of their lieges, their families, their beliefs, or the land itself.
The rulers of Faerûn and other lands knew that some adventurers had made their lands better places to live, and so tolerated or even encouraged their existence, even if some individual adventurers were of evil bend. Adventurers were highly capable individuals, so even kings were careful to not earn their ire.
Adventuring companies were association of individual adventurers who joined forces to have better chances of success in their endeavors. Those companies also had better chances of official recognition from the rulers of all nations than individual adventurers.
In some regions, adventuring companies were given "legal" recognition and rights of claiming missions and rewards, rights that were denied to unsanctioned companies. Those companies were also recognized as official authorizes in some lands, and such were capable of enforce the law if they wanted to.
Places such as Cormyr, the Dales, the Western Heartlands, and the North in Faerûn, or the Windrise Ports in Laerakond, were very accepting of adventurers of good heart, knowing that such individuals risked their lives to face dangers common folk would never face themselves.
Adventurers are the player characters of any person playing a D&D campaign.
- ↑ 1.0 1.1 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 5. ISBN 978-0-7869-6560-1.th edition
- ↑ 2.0 2.1 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 83. ISBN 0-7869-1836-5.
- ↑ 3.0 3.1 3.2 3.3 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 84. ISBN 0-7869-1836-5.
- ↑ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. (Wizards of the Coast), pp. 216–217. ISBN 978-0-7869-4924-3.