Hmm, the above poster brings out an interesting question. Is the goal of the game to escape the Eastfort you're put in? I can see a few spin-offs of the goal. First of all is to get enough money, surviving long enough, to escape. This is progressively difficult, as you have to go further and further away from your settlements each time to get new gear and sellables.
Second is killing your captain. This is feigning loyalty long enough and getting the gear to do so. Very very dangerous, and could result in horrible disaster... but a Spartacus style revolt could be possible. Rise up criminals, and take your birthright! Just... less honorable, since you are in essence a terrible criminal.
Third is... becoming a soldier. You said there's magical warfare. What if you could join a squad, and be part of that? It's not retrieval of retired magical artifacts, but it is serving your country in a sense. Disposable soldiers thrown at the enemy.
Fourth thing I can think of is once you've served your two years, you've "proven" yourself to a degree that they MAKE you a soldier, as said above. Or you become a professional "fetcher". Perhaps willingly, with promise of more money. Perhaps because you have only known this life for so long. Perhaps the court angles your case so that you're not really being let out... they happened to "Discover" a crime that you "Committed", making you stay longer.
Note that these are end game style things. Perhaps they could be an epilogue? When the game is over, after your two years, the game assesses your priorities and how you went about them, and it says whether you succeed or fail at these. Or perhaps it does affect the story, and you can play them out. I dunno, you're the boss!