Professional heroes kill and loot deadly monsters every day, but Gorm Ingerson's latest quest will be anything but business as usual.
The adventuring industry drives the economy of Arth, a world much like our own but with more magic and fewer vowels. Monsters' hoards are claimed, bought by corporate interests, and sold off to plunder funds long before the Heroes' Guild actually kills the beasts. Of course, that's a terrible arrangement for the Shadowkin; orcs, goblins, kobolds, and their ilk must apply for to become Noncombatant Paper Carriers (or NPCs) to avoid being killed and looted by heroes.
When Gorm Ingerson, a Dwarven ex-hero with a checkered past, stands up for an undocumented goblin, he inadvertently singles himself out for recruitment by a prophet of the mad goddess to undertake a suicidal quest. But there's more to Gorm's new job than an insane prophecy: powerful corporations and governments have shown an unusual interest in the quest. If his party of eccentric misfits can stop fighting each other long enough to recover the Elven Marbles, Gorm might be able to turn a bad deal into a golden opportunity.