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What are some things that retired adventurers in double-digit levels could get up to in a city?

I have an idea for a faction for the next chapter of my campaign being built around five such figures who hold different forms of formal or informal power in the same city, and are still on friendly terms with each other. Each of the five has a successful business operation or other field of influence which may or may not be related to their class abilities, and they can call upon each other for assistance if they run into problems of any kind.
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Most adventurers either die on the job or become vagabonds once they cannot do the job anymore.
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>>97237394
Most. I want these five to feel like the competent exception, good enough to retire comfortably while still being "in the game" to the point where they get most of the reward with little of the risk.
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>>97237367
What game?
Assuming 5e double digits is high enough to solo mid level devils and demons, so you're probably on retainer with a mercenary company defending the city or its more powerful institutions, leading your own prominent temple, enjoying high placement as a city official or as celebrity researchers/alchemists

Really this is easily solved by writing the characters first, then assigning them an organization after
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Since you're obviously talking about D&D where even reaching second level as an adventurer means you've made more money than the average commoner will see in his entire life, these people are probably going to be too wealthy to care about anything besides engaging in unspeakable acts of hedonism.
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They'd probably have their own "games" they play with each other that ends up involving the citizens of the city. From staging fights or bar brawls to couping each other for fun or disguising as monsters or villains and menacing the population only to be defeated by one of the others. They're effectively demigods they can do whatever they want, maybe pay dudes to larp with them to try and respark that old feeling of their adventuring days



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