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===Some worldbuilding wankery about Adventuring Guilds=== As to why and when something like an adventurer's guild makes sense: Connecting mercenaries (or bounty hunters) with clients has always been a useful service, and if clearing out monsters is a common enough need, but one that the state doesn't want to fund directly<ref>Standing armies not only being expensive, but also a frequent internal security risk, and not all monsters being worth it for the King/State to pay to clear out if they're not making a large enough nuisance of themselves.</ref>, or only deal with in pockets, something like an adventurer's guild makes sense. It might not take on the form of an actual guild, of course. A job board in the local inn, a side-hustle for the blacksmith's or wizard's guild, an office in the city hall, all make sense. How lazy the author is in calling the result the "Adventurer's Guild" varies, of course; the result depends on the structure of the "Guild" and society in question.
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