There's a whole book or even multiple sagas to be written around the question of "why do adventurers exist in this world at all". I hate the term "murderhobo" with a passion but there is a lot, a lot to talk about what kind of society hires wandering questing warriors to solve problems and where do those "adventurers" come from and what role do they have in society.
Lots of people have talked about this but I would like to point out this essay on ACOUP that starts with seemingly a semi-related matter (why gold coins in fantasy don't make sense in historical societies) and ends with a very revealing insight... gold isn't the reward that "fantasy adventurers" should seek. It should be power and influence, noble titles, a comission in the local army, land.
This week on the blog I want to take a brief detour into discussing historical coinage, particularly in the context of modern fantasy and ro
As usual and expected from a blog titled A Collection Of Unmitigated Pedantry, it does take a long (but very interesting and worth reading) read to get to that point, but I'll point out the interesting thing in this context:
Here, "Big Man" is a stand in for the nobles and rulers and landowners of agricultural societies. While more urbanized and industrial societies may have a use for coinage, what do these societies based in interpersonal relationships can give you as a reward for a quest, as a reward for solving a problem? Social power; a title, a relationship, a promise of support. And not only that, but this isn't often a reward but a necessity in the first place. To have a horse, to have armor and weapons and the means to wage war (go adventuring) in the first place, you don't go to the medieval store and buy them with 20gp, you often have people supporting you and even , you are a man-at-arms, part of a noble retinue a noble yourself, maybe part of a holy order, or in more early-modern scenario, part of a mercenary group.
However, this doesn't happen often in fantasy because of these reasons reasons:
The idea of the selfless hero who doesn't choose glory or fame but instead continues questing endlessly to do good or defeat an ultimate evil. Making a hero have a patron feels like selling out (but I will address that)
Even with those characters who aren't selfless and would probably take the power and titles, it seems to tie them down to a place or obligation and this makes adventures boring (but I will address that!)
Dungeons & Dragons
People say that every generic fantasy world is inspired by Tolkien but I will argue that he's the grandfather of modern fantasy, the father is Gary Gyax. The ideas baked in D&D have been present in ALL over popular fantasy for decades now, even more prominently than Tolkien (and of course D&D 'borrowed' a lot from Tolkien). Now what this means in this particular case is the idea of wandering "adventurers" solving problems for "gold" in "dungeons", often with the undertone of a frontier or decaying civilization full of monsters and bandits to be killed and tamed into civilization (some other people have written about this better than me)
Nevertheless, even beyond the setting implications, there are deep gameplay implications that have filtered down popular fantasy. Dungeons and Dragons is a survival/combat game. It's a survival game because you have to rely in your abilities and limited equipment (which you buy with gold) to survive in a dungeon, through combat. Of course you can do a lot more than that, but this is the core of the game, what it was designed for: buy equipment, go into a dungeon, survive, get treasure, use it to buy equipment, go into another dungeon. Here "dungeon" can mean many things... combat, travel, puzzles, but the loop is clear.
There is no "gain a patron and get social capital" loop in the game, though it might be simulated, it isn't fun. So there is a lack of interest on exploring this, or really, anything beyond the "quest". And since again, it's D&D, not Tolkien, that shapes most popular fantasy, we see popular fantasy repeating this deeply baked in idea of fantasy once and again and again and again. Sometimes even making them into actual, literal points inside the world: making literal worlds with Adventurer Guilds and Dungeons and Quests and sometimes even Levels and XP as part of society (they're only lacking the dice... and that's because D&D is also the main influence behind videogames).
Is EVERY SINGLE FANTASY WORLD like this? No, not at all. But I want to talk about where does this idea of "gold" and "adventures" comes from, and it's NOT medieval or historical inspiration, and it's NOT even Tolkien. It's D&D.
I told you I would address the idea that having a patron or a story based on one's social standing could be boring or at least incompatible with "adventure", and there are many cases that I could point out, but I want to point to a very interesting one: Rodrigo Díaz de Vivar, el Cid Campeador.
El Cid is both a real person who lived a very interesting life and a folklore figure, and both are very interesting as inspirations for fantasy "adventurers". El Cid was considered (by the social standards of the time) as an ideal knight and a tragic figure. But his whole life is defined by the society he lived in and, as any knight (or noble warrior in general), how he walked the interrelationships of his society; his back and forth of loyalty and betrayal with King Alfonso, his loss and recovery of honor, his service to the Muslims rulers of Zaragoza which indeed gave him his title (these constant intercultural interactions were very common in medieval Iberia, which makes it a very unique and underused setting inspiration), his rulership over Valencia. Over time, El Cid changes and seeks patrons and his changes in his social status (and his dependence on them) are a major part of the story both in real life and fictionalizations.
But this doesn't mean that the life of El Cid is boring or lacking in combat and travels. He gets "adventures" all over the place, he travels and fights over the whole breadth of Iberia, he has countless legends to his name. He wasn't a "murderhobo" that got gold from each adventure and then went to the store to buy a new sword, he took command of armies and he even took power and governed his own realm, but his life wasn't lacking from excitement, he didn't just sit and became a paper-pusher. I need to be very clear I'm not saying El Cid was a hero, I'm saying he led an exciting, interesting life, worthy of most fictional adventurers, but he wasn't just going from place to place asking for gold... well, technically yes, but this involved his status, his honor and his place in society. Which makes for a rich story.
And he's not the only one, Medieval Iberia is full of stories of these characters that navigated the social networks of their time, a place where cultures interacted with each other in multiple complex ways and kingdoms and taifas often employed these wandering "adventurers". Maybe if you want to get inspired to write about adventurers, don't look to D&D for inspiration. Read about Al Andalus sometime.


















