Enovels

The Adventurer’s Guild and an Unsettling Incident

Chapter 46 • 582 words • 5 min read

A long, rectangular black plaque was embedded in the room, its contents deeply piquing You’er’s interest.

Thousands of years ago, an ancestor of the Eastern Empire established the world’s first Adventurer’s Guild, and since then, various nations and regions across the continent swiftly followed suit.

It had now evolved into a colossal and intricate adventurer system, spanning the entire Far Eastern Continent.

The Adventurer’s Guild headquarters for the Far Eastern Continent was situated in the Eastern Imperial Capital, with branches of varying ranks established in every country, and even every city, across the continent.

This small city’s Adventurer’s Guild was a secondary branch, with primary branches existing only in more significant metropolises.

The Adventurer’s Guild functioned as a central hub, categorizing commissions into two types: routine and non-routine.

Routine commissions largely comprised ordinary tasks, akin to job postings—for instance, a shop seeking staff or a workshop needing technicians.

Such commissions posed no danger, though the remuneration was, predictably, meager.

Non-routine commissions were far more complex, primarily encompassing subjugation, escort, collection, and incident-based tasks.

Subjugation commissions almost always targeted dangerous demonic beasts.

Collection commissions required gathering specific herbs, minerals, or parts of a demonic beast’s carcass.

Escort commissions might involve protecting a merchant caravan or a person of status and influence.

The final category, incident-based commissions, specifically addressed unresolved events, requiring adventurers to investigate independently and meticulously uncover the truth behind them.

The first three types were common non-routine commissions, varying greatly in difficulty, and were the most popular choices for most adventurers.

As for the last type, it was crucial to remember that unresolved incidents remained so precisely because of the immense, hidden perils lurking behind them.

Typically, only adventurers supremely confident in their abilities would dare to approach them; others would wisely steer clear.

The Guild also enforced strict regulations regarding adventurer ranks, progressing from lowest to highest: Black Iron, Bronze, Silver, Gold, Earthflame, Skyblaze, and Azure Star.

You’er was not yet clear on the significance of these seven ranks, nor the difficulty involved in advancing through them, but it seemed one first had to register and become an adventurer before accepting any commissions from the Guild.

Directly beneath the black plaque was a structural map of the first floor.

After reviewing it, You’er secretly clicked his tongue, once again marveling at the Adventurer’s Guild’s immense wealth and influence.

This room, it turned out, was not the main Guild hall at all, but merely a transitional corridor.

There were four such rooms, each connecting to one of the four cardinal gates—east, south, north, and west—and the one behind him was presumably the west gate.

To register as an adventurer, one needed to go to the administrative hall.

You’er withdrew his gaze and lingered no longer.

After traversing a dimly lit corridor, You’er’s vision suddenly opened up to a vast expanse.

The hall was bustling with people, adventurers clad in diverse attire gathered together, whether acquainted or not, forming circles around tables, drinking, chatting idly, and exchanging stories.

In a corner, a bard cradled a harp, recounting fascinating tales he knew, occasionally raising his voice to sing a few lines when his spirits soared, earning applause and cheers from the eager listeners nearby.

‘This Adventurer’s Guild administrative hall… why does it feel like a tavern?’

His imagined scene of order and solemnity instantly crumbled, leaving You’er inwardly speechless.

Yet, he found this lively environment rather agreeable, having endured the monotonous confines of the Death Arena for so long.

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