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Chapter 9 - INTERLUDE | The Guild

Midgaïa has been at peace for nearly two centuries now. After their victory during the Great War, most of the creatures that survived that tragic event lived through a golden age. Humans never stopped prospering, always craving more glory and wealth. In that insatiable pursuit of power, an organization called the Guild was founded.

Its initial purpose was to give citizens and rulers the opportunity to post quests in exchange for a reward worthy of the deed. Even today, it grants the title of adventurer to anyone who wishes to join—and does so free of charge. Despite the bad reputation a few would-be members have given it among the common folk, the Guild, managed with an iron fist, remains renowned and receives more and more young talents into its ranks every day.

As the morning bustle inside the Guild of Horizon began to fade, new hopefuls still kept walking through its doors to start a new life. An elf—of indefinable age—stepped up to the counter and was greeted by one of the stewards working on the premises. Eager to become an adventurer, he registered as procedure required.

After the employee's many explanations, a rather rare question occurred to him.

— How are the different adventurer ranks separated? What's the difference between them?

The young woman wasn't used to that sort of request. Normally, most adventurers were content to take the most profitable quests without worrying about the imposed level—or even their own capabilities.

So she laid out four tiers, detailing each grade from the lowest to the highest:

The first tier—representing the majority of candidates—covers the Copper, Iron, and Bronze ranks. These are novice adventurers, the most likely to die on missions. Since the rewards are relatively low for them, they're often forced to take another job on the side to make ends meet. They are nobodies in the public eye, and must prove themselves every day to stand out even a little from the rest.

The second tier—representing a large portion of candidates, though less than the first—covers the Silver, Gold, and Platinum ranks. These are seasoned adventurers who distinguish themselves from novices through experience and skill. The most gifted among them live comfortably off the quest resources they bring back at the end of their contracts. They are versatile and enjoy a fairly good reputation.

The third tier—representing only a tiny segment of candidates—covers the Adamantite, Mithril, and Orichalcum ranks. These are expert adventurers of a far higher level, with extraordinary abilities that greatly surpass their predecessors. They are widely renowned and are often requested by the upper circles for special quests or abyssal expeditions. In general, most of them retire once they reach these ranks. With glory and fortune secured, they retrain in another profession—such as weapons master or kabbalist—while others simply open their own business.

The fourth and final tier—whose statistics are unknown to this day—covers the Ebonite rank. These are adventurers mistaken for heroes. Most of them were affiliated with this legendary rank when the Guild was created, after the Great War. It is rare to encounter one today, as most have perished over time—or live outside Elyséa, where the organization is not always established. Given the peace that has reigned since the end of the various conflicts, reaching this grade is currently difficult—almost impossible. The monsters that appear on the surface of Midgaïa simply aren't powerful enough to earn such renown.

The promotion process within the Guild is flawless. Each one is studied carefully, then validated by its leaders. Moving from one rank to another can sometimes take a long time, depending on the number of adventurers—and their personal exploits.

The elf was fascinated by this hierarchy, dreaming himself of rising to a rank that would cloak him in glory. However, his inexperience showed. He had no awareness of his own capabilities. Having trained for part of his life in the handling of various weapons, he didn't know which suited him best. After all, he wasn't the first to set out adventuring on a whim.

In a burst of curiosity, he asked the steward whether there was a listing of existing classes that could help settle the matter. The young woman answered positively, showing him a concise chart that would allow him to determine which direction he could take. She clarified that the more advanced classes require particular talents—such as an affinity, for example.

She also noted that if he was a fighter, it would be preferable for him to train in a combat art—through one of the many paths that exist in Midgaïa. She then pointed out the school of the Martial God, located next to this Guild building, which had the particularity of teaching mastery of every type of weapon in existence.

The elf looked doubtful at this proposal, which seemed both interesting—and costly. The steward reassured him, explaining that this training could be financed by the Guild under certain conditions.

Regarding Guild membership, the steward also specified that for mages, entrance tests apply only to independents—since the tests for graduates are handled and transmitted by the Kabbalah. As for the rest of the adventurers, they can choose and change class whenever they want, without restriction.

However, that still has a limit: classes requiring a certain level of expertise remain subject to an exam with a Guild instructor in order to be validated.

The elf's ears fluttered with the overflowing excitement burning inside him. He hurriedly finished his registration, all while listening wisely to the steward's final explanations. Despite his great ambition, he followed her advice and took a boar-hunting quest. He eventually left the building, greeted by the radiant sun flooding Horizon.

At last, he headed toward the nearby woods to begin his very first mission as an adventurer.

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