Setting: Points of Light with centuries-long cyclical magic strength.
When the age of magic returned, and the wild places between settlements became filled with monsters and spirits, most cities and towns became trapped. For the most part, settlements with the infrastructure to remain self-sufficient survived, and those that did not died... except for the Orkish raiders.
Being a raiding economy they did not entirely lack agriculture or infrastructure, but lacked the ability to sustain it forever... but unlike the settlements that died, the skills necessary to make up the difference had not changed for them.
The first non-monster/non-fey outsider seen by most settlements during the reconnection-period was usually an Ork... and usually one very keen on collecting a "reward" for "freeing" the settlement. In this sense, the Orks were the first adventurers.
In most tongues, the word for "adventurer" and the word for "orkish raider" are either the same, or obviously originated from the same root. In-fact, the earliest adventurers of the "high races" were simply individuals who's antisocial, violent, or merely strange, tendencies made them unable to fit into their settlements of birth, and who joined orkish raiding parties (who had long since found raiding/looting the magical creatures between settlements and collecting rewards from settlements to be the most profitable model.)
Every settlement welcomes Orks (and by extension adventurers,) because it means that the things that go bump in the night just got, or are about to get, a kick in the teeth... but nobody wants them to stay. Diplomats and merchants may travel to the more civilized metropolises, but adventurers, and the specialized merchants who cater to THEM, congregate in the oldest and largest Orkish settlements. If you want to become a courtier, you go to The Great Capital of Ministheria... but if you want to become a HERO, you go to Urk'Heim-Krad first.
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