The mindset of a resident of Umberwell can be stark or bleak. Adventurers profit from misery because misery reeks of opportunity to make coin when things have gone horribly sideways. The city’s citizens are vulnerable prey in a metropolis filthy with predators; they suffer when they feed their addictions and when they’re offered false salvation. Credible threats of violence are a functional insurance policy that keeps the city’s machine in motion. When your moral compass points only to the downward spiral, damnation feels like a foregone conclusion.
However, the adventurers created by the players might be a strategic intervention into the black beating heart of the city. Adventurers represent a line of flight away from authority and the depredations of misery. A literally violent break occurs here: an adventurer’s purpose is to disrupt, to tip the balance, to right wrongs—even if only by accident or because there was money in the chase. Adventurers are a fraught crack in the city’s ecosystem because a continual, nomadic becoming-picaresque is a process that veers dangerously toward re-assemblage within the metropolis's appropriated war machine.