You need a license from the Crown to adventure in this kingdom

>you need a license from the Crown to adventure in this kingdom

Aye, but we're brigands, lad. Fuck th' royals.

No I don't.

That's indeed how it works in the setting, yes.

If the Crown can enforce that demand, why are there adventurers to begin with?

Maybe that's how it works in the setting. That's fine, they'll realize their folly the first time all their own native-born adventurers are off doing their own thing and suddenly the Wytch King of the Swamps or whatever C-lister that the n00b squad can't handle attacks.

Licensing and taxation are based on the idea that this is the only game in town, metaphorically speaking. For powerful adventurers, that's simply not true.

Because the crown has found subcontracting monster disposal and dungeon crawling to murderhobos allows it to keep more of its gendarmes available for internal and external security.

Nah, fuck you.

>The rival and neighboring kingdom undertakes an advertising campaign to make it known that liscensing requirements are much lighter there
>The kingdom now suffers from adventurer drain and the roads are swamped with monsters and brigands

Time for a republic I reckon.

So it's more, you need a license from the crown in order to get the crown's contracts, and everyone goes to crown adventurers because the crown ensures they're reliable?

Outright illegal stuff would still move through black channels, but most people would go to the licensed adventurers because they won't just take the half up front and then leave

Fair enough.

Ruins are still the property of their original owner. Ruins more than a thousand years gone are property of the Crown, or more properly the Antiquities Ministry. So yes, salvage operations are at the direction of and licensed by the Crown, and while you will get a fair percentage of the salvage, most of the value, and certainly anything of historic interest, will be seized by the king.

Oh, perhaps you mean raiding? Certainly if you limit yourself to outlaws, enemy reavers and the less civilized goblin-folk, the local lords will look the other way, as long as you aren't successful enough to pose an actual threat to their rule. A Letter of Marque from the King will go a long way to smoothing things over in this matter, and is no great expense.

Understand, "adventurer", there are people at court who'd love nothing better than your fool head spiked to the castle wall. Mind your manners and take care.

Stolen.

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If history has taught us anything it's that unnecessary licenses and taxes always lead to good things

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Sorry, we do not reuse trash ideas from bad gm's.

shut it jew and pay your "not a god fearing christian, but a filthy heretic/heathen" tax

I guess we are calling this campain 'Expatriate Quest.'

More like "I raided the archives for a shitty repost from 2 months ago, pay attention to me sempia quest."

Yes, you do

Go adventure in the next kingdom then

Alright. Does the license make me eligible for social security and healthcare?

If not, I'll just go adventure somewhere else. If yes, it's a fair game.

It has the same laws just with slightly different formalities.

Dungeons and their contents belong the royal family mate. Gotta stay in line if you want the privilege of delving them.

Go adventure in the next next kingdom then

I can see some social benefits of doing it.

The Crown will fence your goods for you. They take a steeper cut than the Thieves Guild, but there's no chance of them leaving you high and dry. They'll just write it off as a service.

You might be able to score contracts that pay JUST for clearing some area. A lot of dungeons seem to have been ancient Fallout shelters, the lord of the land could have good use for them.

Material support. Food, water, and housing might be provided by the local lord in exchange for the service.

Same thing about till you get to the land of the orcs. Just remember that whenever you return to town to restock and rest there's tariffs to be paid and you still owe taxes to your home nation, and every kingdom you pass through will want a slice of your loot as well.

We're glorified grave robbers, like fuck we will

We do the paperwork, pay the fees and move on with our lives.

The rival kingdom's lax standards leads to groups that are little better than brigands being licensed; an oversupply of adventurers leads first to falling rates for adventurers, and in response to the formation of cartels who seek to carve out their own territories to operate in.

There's a fine line to walk between regulation so strict that creates a de-facto cartel subsidizing license holders, and regulation so weak it serves only to annoy the honest without achieving any protection for the public at large.

Kinda, you get indemnification against claims brought against you by other parties claiming ownership of treasure while working crown contracts, or against accidental damage that was necessary for the discharge of the contract; priority healing at any local temples for injuries sustained during the course of your duties; and land grants for adventurers who have completed a certain number of years meritorious service.

Depending on grade of license, you get different privileges, though most higher grades include the benefits and permissions granted by the lower ones.

Basic adventuring grade offers pretty much all accommodations of basic peasantry grades (basic hunting, foraging, firewood gathering rights) as well as a shilling per-day stipend which can be used for regular housing and food accommodations, plus a ration of wine. You're also insured in weapons and armor for up to 50 gold, though this does not count for arrows and regular use items, but your premiums will go up if you collect on this regularly.

The Queen's Royal Rangers will also not hunt you down, and witch hunters will be discouraged from purging you without due process or proof of claim. You can be officially hired as attaches for government business, and accept government contracts, but in times of need or urgency you can be conscripted to the service of the Queen, though you will receive standard payment rates after the fact plus a bonus for the immediacy of the service. On government business, your funeral expenses will be paid for and religious rites performed by the government sanctioned church. You have a right to, but are discouraged from, refusing such funeral rites, but funerary services outside of the government sanctioned church will have to be paid for out of pocket by any willing to pay for the deceased's funerary expenses.

Great. I want to save the village from marauders but I'm still waiting for the home office to approve my X-7b form so I can take the licensing test.

>Following the chaos created by the tariff war, the kingdoms of the area form a unilateral treaty defining the standards of adventurer liscensing and an official guild the manage the adventurers within in each realm

What is unenforceable laws for 500 Alex

>"Adventuring Guild are too unrealistic! Muh immersion is broken!"

VULTH NOT UNDERSTAND LEGAL CONCEPTS

FEATHER MAKE SYMBOLS ON PAPER!
YOU ARE BLACK MAGICIAN

Why only use them for just dungeon delving? Somebody has to protect the miners for then the monsters start moving in thinking they found a nice cozy cave to sleep in or think it's convient all this food (read miners) happened to be in one convient spot).

The construction companies won't risk their employees unless they can get armed escort for their workers to repair the road and maintain the barrier fences (to keep out the bigger monsters)

And damnit! This is the fifth time this week a monster has chewed through the landlines to the nearby village!

Railroading at its finest. Want to adventure without the bullshit? Well fuck you, all kingdoms are the same with the same laws and everything how dare you try and have fun!

"Understand, GM, that the only thing keeping my fist from your face is the chance this stupid idea of yours is retconned in the next thirty seconds. Your call."

CHOO CHOOOOOOO!

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A license to adventure should be like John Turturro in the first Transformers movie: "Do you see this? This is like a do whatever I want and get away with it badge."

"Understand, "player", that the only thing keeping you on this table is the good will of me and my friends, so either shut the fuck up with your edge or that's the door"

If you make adventuring illegal, only criminals will have class levels.

>616
>666
>Both different translations for the number of the "Mark of the Beast"

SATAN FIGHT!

...so rogues, then?

You know, OP's idea isn't that far fetched. I'd imagine the crown would be keen on getting its share of the plunder, and selling licenses to loot the dungeons could be one way to do it. They did regulate all aspects of commerce during the golden age of mercantilism, after all.

Yes, its just legalities.

Literally no reason to avoid it if you werent gonna be a shitter.

No Vulth, you made the black happen.

All hail great sorceror Vulth.

Don't see why they'd have to make some special system for adventurers. Taxes are already usually a thing.

Now, as to how exactly you're going to tax a group of murderhoboes without permanent residences or communities, that's another story entirely. Probably by declaring them outlaws, like you do with murderhoboes who refuse to pay taxes.

We leave to live in the plane of ysgard in a defensible location and only go back with a portal established underneath a tavern that we own in a secretly hidden room.

That seems reasonably, plausible and a fairly good way of linking adventurer's into the politics of the nobility.

I am slightly surprised at the levels of butt-hurt it seems to inspire.

If adventuring makes adventurers wealthy and powerful, *of course* the king is going try and co-opt you into the local political power structure. That's what kings *do*.

The Atelier games do this. Basically, adventurers are restricted from entering certain areas unless they prove that they are capable of handling them. I'm not sure how it's enforced in-universe, but it's more of a means to stop genuinely strong people or alchemists (which are a big fucking deal in the Atelier world) from getting themselves killed.

It's not far fetched at all, for long periods of history mercenary armies were used in place of sworn men. During the age of discovery privateers were very common as well and some were even marginally better than the pirates they professed to pursue. Nations having their own standing armies was only a recent development(one we're moving away from again to some extent.)

Using mercenaries is cheaper on the kingdoms treasury and the more experienced bands are often much better troops than the kingdoms own due to their often greater battlefield experience. The downside of course is they can be bought out from under you and they're often nowhere near as disciplined.

In terms of adventurers you could strictly regulate the profession in a similar manner to how bounties were regulated. All jobs have to go through the kingdoms central board, otherwise they aren't proper legal contracts. Evidence has to be provided on delivery, generally in the form of a corpse or live captive, though it may depend on the form of the job. A warrant is required for the execution of the contract and generally people won't assist parties without one just like how you wouldn't let a police officer in without a warrant.
There will likely be parties and job boards that exist outside the system but largely they will be only used by the poor, the desperate and the outcasts as there's no legal obligation on either end the job poster could simply refuse to pay the reward when you showed up with the proof and you'd have no legal recourse.

Vigilanteism is tolerated if the goal is noble and you can demonstrate you haven't profited from your actions

>six hundred
>threescore
>and six
>616

"Translation."

This is how it is going to be in my new campaign but with magic instead. Can't wait to see how it plays out.

>magic is dangerous and must be regulated, register if you're a magic user!
>SHALL NOT BE INFRINGED

Wonder whose side my players will be on...