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Summary
Adventuring fundamentally involves violent deranged lunatics imposing their will upon the world at varying scales; generally in opposition to assumed threats. This defines adventurers as a reactive force: investigators of opposition and defenders of allies/the faith/nations/etc.In the current age, the endless push and pull of antagonism drives the world. Without villains, the system would collapse; the occurrence of apocalypses is a known factor and a foundational aspect of the age.Those that fill the niche have a propensity for plots and plans. It takes work to be an effective villain, you see. World domination doesn't only involve violence--it takes patience, negotiation, and a willingness to do what it takes. An accomplished villain can conceal their hand over time while still having the strength to cast fear in the hearts of the people.
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