In a universe where magic is ever flowing, the world was a very different place for wizards. There were castles to protect, dragons to tame, curses to break, and epic battles that defined kingdoms and legacies. A wizard could wander the land with a staff in hand and a spellbook tucked under their arm, commanding awe and respect wherever they went.
Back then, being a wizard meant something. It wasn't just a job; it was a calling, a title whispered with reverence. The sky itself felt charged with their magic, and every corner of the world brimmed with possibility and wonder. Wizards wielded their spells not just to solve problems but to inspire legends.
But the world doesn't stay still.
As centuries rolled on, magic evolved. It got faster, sleeker, and—some would say—more efficient. Technology crept in, blending with spellcraft in ways no one could have imagined. Technomancy was becoming of a demand for homes and businesses. Hover-carriages replaced enchanted steeds. Instant-cast charms made lengthy incantations obsolete. Telepathic communication devices turned scrying crystals into quaint antiques.
For the younger generations, this was progress. For others, especially those who had dedicated their lives to the old ways, it felt like betrayal. The art of spellcasting, painstakingly learned and lovingly perfected over lifetimes, was being cast aside for convenience (no pun intended).
The guilds, once sprawling collectives of wizardly talent, dwindled in size and prestige. The grand halls that had once echoed with discussions of strategy and lore now stood quiet, their banners faded and their chairs empty. The advent of the Arcane Standards Bureau, or ASB, further tightened the leash on magic use, enforcing strict rules and regulations. It became harder for small guilds to operate, especially those clinging to the traditional ways.
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One such guild is Ashbain's General Magical Services.
Nestled in a crooked little building in the growing town of Havenmere, this tiny guild stands as a relic of the past. Its leader, the cantankerous but brilliant Merrick Ashbain, refuses to let go of the old ways. His methods are long-winded, his spells take eons to cast, and his disdain for modern magic-tech is legendary. Yet somehow, his guild endures—barely.
But times are hard. Work is scarce, clients are demanding, and Merrick's team—a mismatched trio of misfits—can't seem to go a single day without turning a simple job into an explosion of frogs, snowstorms, or, occasionally, both.
And now, stepping into this chaos is Darwin Dewflare, a bright-eyed young wizard fresh out of school. Armed with a degree in Traditional Magic, a dream of making a difference, and a wardrobe straight out of a history book, Darwin wants nothing more than to prove that old-school magic still has a place in the world.
Whether Merrick and his team will let him—or whether Darwin can survive the madness—is another story entirely.
Welcome to Wizards Without Work, where magic is messy, tradition clashes with progress, and every job is a disaster waiting to happen.
Somewhere between the chaos and camaraderie, there's a spark of something extraordinary. But for now, it's just another day at Ashbain's General Magical Services.