“It’s faster there,” said Alfric. “More… ordered. There are aspects of
it I miss already, and others that I wouldn’t be sad to never see again.
Sometimes in the city it feels like everything is constantly calling for
your attention, and at the same time, it feels like everyone is also
ignoring you.” They crossed another few paces. “But I can see already
that there’s less of the rich variety you get in the city. Even
Tarchwood had only three stores of note for adventurers. In Dondrian,
there are entad emporiums and a whole quarter of the city devoted to
ectads. There are stores that specialize in not just henlings, but
specific
“Yesterday you said that Dondrian had dangerous dungeons,” said Isra. “Too dangerous for people to go into.”
“Yes, of course,” said Alfric, nodding. “Too much magic floating around means the dungeons are supercharged.”
“Then where do these things come from?” asked Isra. “How are these warehouses filled?”
“Oh,” said Alfric. “Well, from people like us, or if not
Isra thought that was an interesting view of the world but had no idea whether or not it actually made sense. She simply didn’t know enough about the wider world. She didn’t think she particularly liked the viewpoint though, not if it meant that places like Pucklechurch existed partly to funnel things to a big city somewhere very far away. Perhaps that was what it looked like to the citizens of Dondrian, but Isra brought meat and furs to the people of Pucklechurch, and none of that was sold on to someone far away. Was it? Isra supposed that she didn’t actually know.
“Anyhow,” said Alfric, “one of the big benefits of going into the dungeons is that we get the best pick of what’s there, and all it costs is our labor and the risk we’re taking, which isn’t actually all that high. The bow you have would probably have fetched more than all the rest combined at auction. If we can convince the others that it’s worth it to do more, we’ll be practically dripping in entads by the end of it.”
“The end of it?” asked Isra.
“Well, you know,” said Alfric. “People slow down, get old, want to start families.” He shrugged. “I don’t expect we’ll stay together forever, especially not as things are now, but five or ten years is realistic if we can make it through the next month or two. And if it crumbles, I’ll have bona fides and equipment that will help me find a more… professional party.”
“Your parents still do this though,” said Isra.
“Yes, they do,” he said. “But they don’t have the same hunger for it that I do, almost no one their age does. Mom does ten dungeons a year, if that, though they’re longer, more dangerous ones. Dad aims for fifteen and always ends up doing fewer.” He shrugged. “But I expect when I’m their age, I’ll be doing the same. They say once you hit fifty, your career as a dungeoneer can be considered over, and both my parents are approaching that.”
“Eventually you run out of dungeons,” said Isra.
“Well, yes, that too,” said Alfric. “Right now, we’re looking at the low-hanging fruit, the simple ones like the Pucklechurch dungeon that shouldn’t cause problems. But the more we do, the more we’ll end up ranging, and there’s travel times to consider until you get a travel entad or can purchase one. Even then, it’s pretty rare to be able to cut out travel times completely. Ideally you’re able to chart a path that allows a dungeon a day, or sometimes two, but that can only last for a limited amount of time, because there aren’t that many hexes in the world, and a lot of them are either impossible to get to or too dangerous to attempt.”
That Alfric seemed to like talking about dungeons seemed like an understatement, but Isra found herself not minding too much. Her least favorite part of talking with others was the pleasantries that they felt the need to lob back and forth at every opportunity. It had never been like that with her father: if there was nothing to say, they would stay silent. When things needed to be communicated, especially from someone who knew a lot to someone who didn’t, conversation felt a lot more pleasant, at least to Isra.
“Your parents were both dungeoneers,” said Isra. “Why aren’t you better equipped?”