Beast Be Gone
Pest control in a fantasy world plagued by adventurers
Monsters aren’t the problem - adventurers are.
Eric runs Beast Be Gone, the last pest control business in a world obsessed with XP, loot, and fireball slinging. Where others see quests and prophecy, Eric sees fire damage, unpaid invoices, and terrified slimes who just want a quiet life someplace damp.
Work is drying up fast, and with no jobs, gold, or patience left, Eric’s future looks grim - until a young, perky inventor with mechanical gadgets and zero filter insists on becoming his apprentice.
What starts as pest control turns into a chaotic quest of their own, as the two uncover a plot that may finally answer fantasy’s greatest mysteries:
*- Why are there so many Chosen Ones?
Are goblins evil or just in the wrong PR department?
Why does every sword merchant claim to sell the “best swords in the land”?
And what are the socio-economic consequences of having a sword shop on every street corner?*
Somebody wants a world overflowing with adventurers… but why?