The professor explained that Rank 3 individuals were considered the beginning of the upper tier when it came to ranks.
Apprentice Rank was for those still trying to find their place in the world. Their skills were mediocre, usually consisting of basic offense, defense, and movement. These could vary depending on any preexisting skills they might have before their blessing. They were the common laborers of society, expected to live short lives and contribute little beyond basic function. As a result, expectations were low.
The one advantage of the Apprentice Rank was their overwhelming numbers. There were more of them than all the higher ranks combined. Most commoners struggled to bridge the gap between raw potential and the requirements to reach Rank 1, which made Apprentices easily replaceable and inexpensive labor.
Rank 1 individuals had found a path in life. They were more skilled, more focused, and capable of impressive feats. Their lifespans stretched to about a thousand years, which made their utility significant in both society and the economy. Rank 1s often worked as overseers for Apprentices or served as the lowest tier of professional soldiers. Anyone weaker than Rank 1 was generally considered a liability on the battlefield.
Rank 2 individuals were strong enough to start their own enterprises. They could defend themselves and their interests against most threats in the population. With lifespans extending to five thousand years, they had more than enough time to grow any venture into long-lasting success.
However, this came with its own risks. Powerful Rank 3 individuals roamed the world in enough numbers that any Rank 2 might encounter several of them over their lifetime. Provoking the wrong person could end a Rank 2's life or destroy everything they had built. In terms of military structure, Rank 2s were usually assigned the role of squad leaders, commanding groups of Rank 1 soldiers.
Rank 3 individuals were the most free when it came to carving out their place in the world. Their strength allowed them to succeed in nearly any venture with minimal effort, and their lifespans extended up to twenty-five thousand years. They were considered the true beginning of the upper tier. Unless they attracted the attention of a rare Rank 4 individual, they had little to fear. Most lived entirely on their own terms.
Within the military structure, Rank 3 individuals served as commanders or generals. They were capable of leading battalions and overseeing large-scale operations. Often, they were assigned entire cities to capture or defend, with Rank 2 and Rank 1 personnel operating under their command.
Rank 4 individuals, on the other hand, were far more regulated. This was because the consequences of their actions were exponentially greater. Their movements and activities were carefully tracked and documented, as even a passing whim could result in the destruction of an entire city.
In exchange for these added restrictions, Rank 4 individuals were granted the right to found and rule their own kingdoms. Many served as monarchs for millennia, supported by lifespans that easily surpassed one hundred thousand years. To date, there have been no documented cases of a Rank 4 dying of old age, aside from a few who delved into darker arts that resulted in a significant loss of lifespan.
Bastion was excited to reach Rank 3 and enjoy a carefree lifestyle, though he found it difficult to truly imagine what living for thousands of years would feel like. So far, he had only lived for nearly fifty years, and that had felt perfectly fine, especially with something to keep him busy. Perhaps it would not be so bad after all.
The professor continued with his recommendations on what paths to take once students reached Rank 3 or chose to leave the kingdom early.
Working for any of the five empires or five major guilds was highly recommended. These institutions had the resources and infrastructure to support individuals at any rank, helping them achieve a fulfilling life.
Each empire had its own specialty. The Central Empire was the heart of the continent's economy, offering abundant production jobs and near-unlimited resources. They specialized in refining raw materials into finished products, making them the ultimate destination for anyone pursuing a production-based career.
Seraphina showed mild interest, given her background as an alchemist, but it was clear her passion did not lie in continuing that path. She had only become an alchemist to defeat the Demon Lord, and anything beyond that held little appeal.
The Northern Empire offered vast tracts of undeveloped land, though it was locked in year-round winter. It mostly appealed to demihumans with thick coats or natural resistance to cold, who could survive and thrive in its harsh conditions.
The Southern Empire was a haven for warriors who craved constant combat. Its feudal system enforced strict rules for duels and organized engagements, ensuring fair and frequent battles. It was the place to go for those seeking high-level combat experience.
The Western Empire was a desert, with scattered zones reclaimed through magic or infrastructure. Like the Northern Empire, its main appeal was land ownership, though it required a strong tolerance for heat and scarce water. Reptilian demihumans favored the Western Empire for its climate.
The Eastern Empire was a utopia for magic. It held the greatest library on the continent and offered a peaceful environment on par with the Central Empire. Any aspiring mage dreamed of heading east to pursue their craft.
Lilia had stars in her eyes just thinking about it, while Bastion looked equally intrigued. A world of magic could hardly get more fantastical than an empire built around it.
Beyond physical destinations, there were also the guilds. Though not tied to specific locations, they offered extensive support for individuals who followed particular occupations or ways of life.
The Adventurers Guild offered support for exploration, combat, dungeon diving, travel, and a nomadic lifestyle. They provided odd jobs for those who needed them but, above all, ensured adventurers could continue adventuring. Their records included countless sites that required monitoring, dungeons that needed clearing, and untraveled paths waiting to be explored.
Bastion was especially excited about the Adventurers Guild. In a brand new world without the internet to reveal its secrets, going out and seeing things firsthand seemed like the logical choice.
The Merchants Guild also involved travel, though with a focus on transporting goods between villages, towns, cities, and even across kingdoms. They supported delivery services, resource acquisition, and even offered tax breaks for those under their banner.
The Mages Guild provided access to magical knowledge, regardless of location. It ensured that mages, wizards, and sorcerers had the resources to advance along the magical path.
Bastion found this option equally intriguing. As for Lilia, she was practically drooling at the thought of the books they must have on magic.
The Tamers Guild offered extensive support for those who loved animals. Much like the Adventurers Guild, they focused on preserving habitats and managing wildlife populations. Nature lovers made up the majority of their members.
Lastly, the Crafters Guild supported every discipline involving the creation of things from raw materials. Whether it was art, weapons, architecture, or more niche crafts, the guild welcomed them all. Strangely enough, this even included necromancers, some of whom insisted their skeletal creations qualified as artistic expression.
The professor suddenly turned serious and said, "No matter what, you must always agree that explosions are an art. Do not ask me or anyone else why. Just agree unless you want your house to become their definition of art."
The students paled at the warning before the professor moved on to other options that were considered less ideal, such as working for the military or joining one of the empire's government sectors. He gave no further explanation aside from saying the payoff was worth it.
Bastion had never felt so glad to attend a homeroom class. Usually, it was just used to announce student privileges or promote academy-sponsored events.
Once the lecture ended and the class was dismissed, Bastion asked the girls for their opinions and preferences.
"The Mages Guild and the Magic Empire!" Lilia declared without hesitation.
"Whatever Master decides," Elyra replied calmly.
"I'm not sure, but definitely the Adventurers Guild. I don't want to stay in one place for too long," Seraphina added. "What about you, Bastion?"
"I'd probably apply to all of the guilds and see how it goes. As for a destination, the Eastern Empire, just to get access to their latest advancements. At the very least, it would be nice to know what kind of knowledge they have."
"Why all the guilds?" Lilia asked.
"The Adventurers Guild so we can level up. The Merchants Guild to sell our stuff. The Mages Guild for the latest spells. The Tamers Guild in case we get any beasts. And the Crafters Guild because I'm basically 60% crafter, 30% wizard, and 10% knight," Bastion replied.
The girls thought it over and realized it made sense. Why limit themselves if they could benefit from all of them?
"Wouldn't there be restrictions?" Lilia asked.
"I'm not sure, which is why I'm keeping my options open. Until I read their rules and regulations, I'm not committing to any of them."
"Makes sense," Seraphina agreed. "None of them seem restrictive on the surface and they could actually help us if needed. We will just have to see how everything works before deciding."
The conversation continued right up until the start of classes.
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