Adventurers

Adventurers? They’re like storms. You can’t outlaw a storm, but you can charge tolls when it blows through.
— Mirt the Moneylender (Waterdhavian rogue-turned-lord)

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.


Comments

Please Login in order to comment!