The Sadiri peasantry are, for the most part, free to do as they like within their means. Scientific innovations from House Parthan and extensive administration from the Confederacy and House Arishnea have made agriculture very efficient thus freeing up a fair amount of the populace to pursue their own means of living. Still, career adventurers are rare, there simply not being the monstrous threats common in most fantasy settings. Therefore, the ones struck with ‘wanderlust’ manifest their desires in ways directed by their abilities and aptitudes. Each class is detailed further on their own unique aspects.
A Note of the Societal Acceptance of Adventuring: Due to the few ways for adventurers to positively channel themselves, many turn to crime, thus the Thieves’ Guilds are somewhat havens for them. Fighters providing extra muscle, wizards often trying to secure the funds to progress their studies, thieves (obviously). Not to say that fighters can’t protect caravans or mages can’t sell themselves into apprenticeship, for these people do exist in abundance compared to adventurers, it’s just that adventurers are likely to be on the wrong side of the law.
Although there are many fighter-types in the town and royal guards, not to mention the massive Army furnished and trained by House Garron, these warriors do not lend themselves to an adventurous life of much interest. Most of their time is spent on patrols and in training exercises, not the most romantic of endeavors, leaving me to discuss that small portion who prefer a more solitary and audacious life.
Because of the limited advancement for peasants in magic and the muscle often needed to back up cloak and dagger operations, many fighters in Sadir often have command of roguish and wizardly abilities. Still, there are many that simply are too devoted to combat to distract themselves with other pursuits.
Being mostly cultivated, settled land, Sadir has few Rangers. Those who hail from the Empire rarely think of themselves doing do, in fact, few even acknowledge the boundaries of human nations. The ones who do remain within Sadir tend to lend their aid to the frontiersmen and shepherds in East and South Sadir.
Lack of organized faith coupled with little need for heroes means Paladins have no place in Sadir. There are legends of brave swordsmen who travel the more lawless areas fighting for order and caring for the wounded but these are probably unfounded…
Although Sadir has long abandoned formal religion there remain a few who still practice the ancient arts of healing. Although the symbolism is now obscure and the rituals changed by time, the spirit within those who wish to help others is no less than two thousand years ago. These altruistic souls keep their actions out of the sight of the royal houses but work openly among the peasantry.
Centuries ago, when the old religion was more of a threat to the royal family’s power, an ordinance was decreed outlawing the practice of its ways. For years, the houses of Parthan and Nadia rounded up the practitioners who dared perform in the open with much public support; people believing the old religion was the cause of all the strife before the Year of Falling Stars. Since then, much of the groundless hearsay spread by the houses has been forgotten and their abilities are being valued once more. Much of this is inadvertently owed to House Parthan due to of their debunking of many common superstitions and the discovery of the nature of the moons. Additionally, with the advent of much new science House Parthan has almost lost from memory the abilities of the priests. They chalk it up to the desperate need of most humans to believe.
Nowadays, most believers in the old faith receive the lore from their parents or other relatives but the occasional time the ways are passed through mentorships. Outside of these few intimate bonds they rarely form deep relationships; finding the company of outsiders a little hard to take. Others fail to understand their selfless ways. The one exception is found among the Tal’rith and the Protectorate. On more than one occasion, Sadiri priests have ventured to the Protectorate to study the advanced techniques of healing to be found there. More often, they serve to coordinate the efforts of the various Tal missions while in Sadir.
Although a significant section of the Sadiri populace (about 2%) are born with the required talent and thirst to be mages there are drastically fewer who have the resources to actually achieve it. The sorcerous academies, one in South Sadir the other three in West, charge exorbitant fees for even an exam to see if the student has the required abilities (there are further rumors concerning the unwillingness of many instructors to allow in ‘common folk’). The most common option available to the poorer class who still desires to practice magic is to sell themselves into apprenticeship, whereupon they become the servant of one of the many spoiled noble-children or instructors at the academies. For many, this is adequate, a few years of subservience still allows them to get their studying done up to their desired level (most do not wish to do more than a few village repairs or entertain the masses). However, for those peasants who wish to progress beyond the most menial of spells have limited choices. At that point, it usual becomes difficult for all but the brightest of students to maintain their chores and their studies. The only other option is generally to find some quick source of large income. For most, this means adventuring/crime. Most other things would be too time-consuming to be feasible.
One alternative to this is to make their way to the Tal Protectorate where the pure-hearted can study for free. This is rarely taken however for the distance to travel and the Tal standards are high. Those who do make it generally do not return unless they have an overwhelming loyalty to Sadir. Many however join the missions on which they prove a valuable asset, knowing the struggles of the Warlands personally.
By far the most common adventuring class in Sadir, thieves can be found in every large city and most of the towns as well. Many thieves have a sort of rob from the rich (without the latter half of the saying) philosophy, the Sadiri aristocracy having more than enough money to support themselves as well as the thieves. To achieve these ends, they have established strictly hierachal Thieves’ Guilds in all major centers whose range encompasses most of the townships surrounding them.
Commonly, many warriors and mages are enlisted in these places as well. In fact, mages occupy many of the upper levels in the guilds, serving as advisors or even the leaders themselves.
Although they prove a constant annoyance, the Thieves’ Guilds are well liked by the common populace. The way they acquire a lot of money and their willingness to spend all of it gambling or drinking or buying other frivolous things provides a lot of extra coin into peasant pockets. Whereas the nobility only purchase things from select retailers who doesn’t trickle down so well.