Adventurers
Adventurers? They’re like storms. You can’t outlaw a storm, but you can charge tolls when it blows through.
Adventurers are not ordinary citizens. They travel armed, cast spells in public, slay monsters, and return with treasure — all of which makes them dangerous and disruptive to settled society. Most cities require an Adventurer’s License, or an equivalent affiliation (guild, temple, noble charter), for a group to operate legally.
Without a license, adventurers risk being treated as common criminals — their weapons confiscated, their spellcasting prosecuted, and their loot taxed or seized.
Adventurer’s License
The Adventurer’s License (sometimes called a Salvage Charter or Bounty Writ) is the most common way for parties to gain legitimacy.
- What It Grants
- Arms: Treated as licensed for martial weapons and armor.
- Spellcasting: Treated as licensed for defensive spells; offensive magic restricted unless further licensed.
- Trade: Loot and salvage may be sold legally without confiscation (tariffs may still apply).
- Status: Tried in adventurer’s courts or councils instead of common courts.
- What It Costs
- Typically 200 gp/year in major cities (Waterdeep, Neverwinter).
- Often cheaper in frontier towns (25–50 gp/year).
- Renewal required annually, and licenses may be revoked for misconduct.
- How It’s Issued
- By city councils (Waterdeep, Neverwinter).
- By local rulers (Fort Leilon, Baldur’s Gate).
- By noble sponsors or guilds (Cormyr, Amn).
Licensed vs. Unlicensed
- Licensed Adventurers — Can openly bear arms, cast spells within limits, and sell loot without fear.
- Unlicensed Adventurers — Must hide their weapons, disguise spellcasting, or risk confiscation and fines. Many start this way until they can afford a license.
- Religious Adventurers — Clerics and paladins of recognized gods automatically gain Arms & Spellcasting rights equivalent to a license, but may still need a Salvage Charter for loot.
- Noble Adventurers — Inherit Arms and Status rights by birth, and may bypass tariffs or trials, but can still be restricted in magic and trade.
Party Dynamics
Most adventuring parties are mixed groups:
- A licensed adventurer handles bounties and loot sales.
- A cleric or paladin can cast spells openly even when others cannot.
- A noble bypasses arms restrictions and defends the party in court.
- An unlicensed rogue or wizard must sneak, bluff, or rely on others’ papers.
This creates natural roleplaying opportunities:
- The noble insists on speaking to the guards.
- The cleric is asked to show temple papers to cast a healing spell.
- The rogue avoids the gatehouse because they lack travel writs.
- The wizard forges a license or hides spell components.
The party as a whole may operate legally only because of one member’s license or background, leading to friction, drama, and plot hooks.
DM Guidance
- Treat the Adventurer’s License as the baseline — most parties will want one eventually.
- Encourage roleplay around gaps: when some PCs are licensed and others aren’t, it forces negotiation with officials, clever disguises, or bribes.
- Use licenses as money sinks and story hooks: forged documents, lost charters, revoked licenses, or rivals framing the party.

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