It’s hard to get an Adventuring License these days.
It’s not just the trials and the fees, though of course those are substantial, but let’s face it: adventuring has seen better days. Gone is the need for brooding heroes riding off into the horizon, or bloodthirsty barbarians with strong sword arms and loose morals, or contemplative mages challenging the very boundaries of reality.
No, now the world’s nations have a much stronger need for mid-level managers, bureaucrats, efficiency experts, and rank-and-file laborers. And if you’ve got a talent for magic, well, expect to have that put to a constructive use, with absolutely no unsanctioned personal experiments! (We don’t want another accidental necromantic army this harvest, thankyouverymuch).
But the Guild’s still around, and it hasn’t quite lost its romantic memory. Young, talented would-be heroes still sign up–some via the correspondence course–and get their shiny Adventuring License, allowing them to trek off to help the needy (if their filings with the local guard have come to naught), delve forbidden dungeons (which are often condemned for a good reason), and exterminate dangerous monsters (unless they’re endangered species).
…It’s hard having an Adventuring License these days.
Scenes played: 1
License: Community License