Farmaun Gold, the champion chosen by Zantark, the now-fallen god of war, founded an organization following the battle between Alda and Vida. After his death, the organization divided into multiple Guilds. The Guilds reunited again, giving birth to the Adventurers' Guild of today.
It is an organization that aims to assist in the hunting and resource-gathering in Devil's Nests and Dungeons, which were previously done individually rather than in groups, so that the gathered resources may benefit society. While Farmaun was still alive, he used Alchemy to develop registration cards, commonly known as Guild Cards, creating the foundation for today's Guild.
After Farmaun's death, the number of organizations that would later become the Adventurers' Guild grew in number as humanity recovered, with different names such as the Hunters' Guild, Heroes' Guild, the Frontier Guild, the Braver Guild and the Adventurers' Guild* emerging. However, the Adventurers' Guild is now a unified organization under a single name, even across different continents.
TLN*: This one is in katakana.
The Adventurers' Guild is fundamentally an organization that has no relations with any nation, but like every other Guild, they are not free to do as they please.
This includes the fact that they have to pay taxes. Each Adventurers' Guild branch deducts tax from the reward money it pays to adventurers. The tax rate differs depending on the nation, but it is generally around ten percent.
Whether Vida's races such as Dhampirs are treated as monsters, the type of support given to adventurers and rules within the Guild depends on the nation as well.
· Adventurer registration
Adventurer registration is performed by qualified staff through specialized Magic Items.
There are two requirements for registration. First, one must be a person. This is a broad term that encompasses humans, Elves, Dwarves and Vida's races. However, the definition of this term differs from country to country. For example, Dhampirs are treated as monsters in the Amid Empire, so they cannot register as adventurers.
The other requirement is to be of a certain age. In the Amid Empire, one must be of fifteen or more years of age. In the Orbaume Kingdom, each duchy has a different age requirement, but the age requirement is generally around ten. Duchies with an age requirement of less than ten conduct tests for reading, writing and arithmetic. Those determined to have academic abilities at the level of a ten-year-old are allowed to register.
There are other conditions such as that one must not be a criminal or a slave, but this is common knowledge, so this explanation will not go into detail on these.
A form containing the applicant's details such as their real name, age, race is handed to a Guild staff member, and a drop of blood is applied to a Magic Item. This causes the applicant's status to be displayed to the staff member. At this point, applicants are sometimes rejected if there are any inaccuracies in the filled-out form. This is also the point at which the Guild ensures that there is no bounty on the applicant's head.
If there are no problems, a registration card, commonly known as a Guild Card, is issued. From that moment on, the applicant becomes a member of the Adventurers' Guild, an adventurer.
· Adventurers' Cards
The identification documents of adventurers. They are made of a special metal-like substance, and they are the size of business cards on Earth. The name and current class of the adventurer is printed on the front.
The back is usually blank, but it can also display the adventurer's Attribute Values and skills if they wish.
The first time the card is issued, there is no charge, but there is a fee to replace lost or damaged cards.
· The adventurers' code
Not breaking the laws of the region.
Helping other adventurers when possible.
Paying a penalty fee for failing to complete a request.
These three rules are strictly adhered to. When they are violated, depending on the severity of the violation, adventurers face fines, class demotions, expulsion or even having a bounty put on their heads and arrested. There are even cases where requests are issued to hunt them down. Such cases would cause the nation to hunt them down as criminals as well.
· Adventurers' social status
Adventurers are generally self-employed professionals who are responsible for anything that happens in their line of work. However, their social status differs depending on the nation.
This is because the degree of the nation's reliance on adventurers for dealing with monsters and maintaining public order varies from nation to nation. There are records of large military nations existing in the past that used their own armies to exterminate monsters and keep the highways safe. The adventurers in such countries were treated like yakuza members.
In the Bahn Gaia continent, on both the Amid Empire's side and the Orbaume Kingdom's side, there are not enough men available to do this. Adventurers are acknowledged as those who will fight in times of emergency and as those who defend the people from monsters, so the people rely on them. Higher-class adventurers are particularly well-respected.
Of course, the largest factor determining an adventurer's social status is his own everyday activities.
Politically, they are ordinary people unless they hold a court rank, but adventurers of B-class or higher possess power that cannot be ignored and greater wealth than lower noblemen. There are differences between adventurers based on their class and past achievements, but they are considered to have some political influence.
Because of this, the reality is that adventurers cannot stay uninvolved with politics as they climb through the classes.
The Mirg shield-nation is an exception; it has a custom of not hiring adventurers for large-scale military activities. This is because it has learned a bitter lesson from when large numbers of adventurers were once mobilized for war. This caused the monster-hunting within the nation to be neglected, causing a large monster rampage.
However, it is merely a custom. Many exceptions are made for small numbers of adventurers to participate in some activities.
· Adventurers' Attribute Values
There are combat-related Jobs that provide bonuses to acquiring combat-related skills and an increased rate of increase in Attribute Values, and there are creation-related Jobs that provide bonuses to acquiring creation-related skills but give a low rate of increase in Attribute Values.
At first, there is not much difference between the two different types of Jobs, but the differences become larger as one undergoes more Job-changes, to the point that it becomes difficult to believe that two people with different types of Jobs belong to the same race.
· Example - Humans
Before undergoing a Job-change, the Attribute Values of adult humans (around fifteen years of age) are as follows: Vitality is 30, while the other Attribute Values, including Mana, are a little above 10. This would be considered 'average'.
D-class adventurers who fight at the frontline would have 500 Vitality, Strength and Stamina, 100-150 Agility, 50-60 Intelligence and around 100 Mana.
Higher-ranked adventurers keep information such as their Attribute Values and skills hidden, but B-class adventurers that are considered first-rate masters have either 10,000 Vitality or Mana, and one or two of their other Attribute Values would be at least 1,000.
There is a large difference between D-class and B-class, but this is to do with the fact that specialized Jobs such as Magic Swordsman and Axeman provide better Attribute Value gain than apprentice-type Jobs and generic Jobs like Warrior. There is also the fact that only those who have high Attribute Values to begin with can acquire such specialized Jobs.
· Courses and training
Various courses and training can be taken at the Adventurers' Guild. There are lessons taught by retired adventurers for the acquisition of battle-related skills, such as Swordsmanship, Archery and Spear Technique, lectures on how to harvest herbs and disassemble various kinds of monsters for their parts, courses in magic taught by instructors invited from the Mages' Guild, and even lessons in basic things like reading, writing and mathematics. There are all kinds of things that can be learned.
These courses and training cannot be taken constantly. Students of the adventurers' school take priority, so normal adventurers must apply for courses at reception.
If intensive training is desired, it is more efficient to enroll at the adventurers' school. However, the adventurers' school system doesn't exist in the Amid Empire and its vassal nations.
· Adventurers' school
In the Bahn Gaia continent, this can only be found in the Orbaume Kingdom, but it is compulsory for adventurers who have not yet come of age to attend the adventurers' school.
The system was changed a hundred years ago. Underage adventurers undergo a simplified registration and the enrolment procedure, pay the enrolment fee (a small sum, but those who cannot pay it can defer the payment) and become students treated as G-class adventurers.
Each school has different requirements for enrolment, but like registration to become an adventurer, one can enroll if they are a person. However, certain duchies may have rules that prohibit members of certain races from enrolling.
The school uses a credit system, and the enrolment period is between one and three years. Students can graduate once they earn enough credits or three instructors acknowledge them as being capable. However, many students graduate within two years.
Most underage adventurers form their first parties with those who attend the school at the same time as them.
In addition, those who are not underage can also enroll if they wish. However, the enrolment of former knights and such who are already as capable as adventurers of D-class or greater are not very welcomed. (Because the students would be stronger than the instructors.)
· Adventurer classes
Adventurers are divided into 8 classes between G-class and S-class, as detailed below.
The Guild decides which requests they can accept based on their class. Adventurers can accept requests up to one class above their own class.
· G-class adventurers
This is the class bestowed upon those who have just registered as adventurers. This is the starting line for adventurers, and this is when they make their preparations.
The requests they can accept are generally those within towns and villages, so they do not experience battles. These are tasks like cleaning the insides of the Guild's facilities and other forms of manual labor.
The rewards they are paid are small, and there are sometimes days where there are no such requests. Because of this, adventurers of this class are barely able to afford to stay at cheap inns with crude meals.
In exchange, they are able to take beginner-oriented courses and training at each Guild basically for free.
The G-class is a preparatory period for adventurers who were poor people and peasants who struggled to afford food, so there are no adventurers who stay at this class. They are not even taken into consideration. They earn meagre wages to pay living expenses while taking courses and training at the Guild to acquire skills, gain knowledge regarding things like herbs and aim for the higher classes. There are a small number of individuals who become Guild employees rather than advance to the next class, but these are rare cases.
However, because hunters and farmers can take the parts that serve as proof of monster extermination from weak monsters such as Goblins and Horned Rabbits caught in their traps, they register as adventurers in order to sell those parts for money. In this case, they often remain G-class.
Other than those who were formerly soldiers or mercenaries, adventurers of this class have no real skills to speak of.
· F-class adventurers
One can become an F-class adventurer after taking multiple G-class requests and having the Adventurers' Guild deem them to be motivated to be of benefit to society or after passing instructional courses. There are also many who are designated as F-class to begin with due to their innate ability (but not those who are underage).
The requests adventurers of this class can take are things like gathering herbs, mushrooms and wild plants in normal fields that are not Devil's Nests, hunting rabbits and doves, or gathering fish and shellfish from rivers and lakes.
There is a chance that they will be forced to fight monsters such as Goblins during these requests, but they are not allowed to accept requests to directly exterminate such monsters. Also, it is recommended that they do not enter Devil's Nests.
The exception is when they are working under a senior adventurer. They then carry equipment and harvest materials while learning the basics of being an adventurer. It is an old tradition that the senior adventurers hand down old weapons that they once used as a reward.
Though the lifestyles of F-class adventurers are better than those of G-class adventurers, they cannot be called plentiful. Because of this, many adventurers who remain in F-class actually have other occupations as their main occupations while doing adventurer work on the side.
These are farmers who spend their off-seasons hunting rabbits and squirrels while exterminating Goblins, and fishermen who fight Sahagins while defending their fishing grounds.
Also, some nations permit their soldiers to hold secondary occupations, so they spend their days off hunting and gathering herbs from plains to sell for money. Such soldiers live somewhat more abundant lives.
The ability of F-class adventurers falls somewhere between average people who haven't experienced a Job-change and people who have acquired an apprentice-type Job. They have no skills suited for combat, or if they do, the skills are level 1 at most.
· E-class adventurers
After an F-class adventurer continuously accepts F-class requests, a promotion to E-class is considered.
The condition for becoming an E-class adventurer is to at least be able to use martial skills that can be used in battle or possess magic-related skills.
However, mages capable of using magic to a standard that it would be useful in real battles are often promoted straight to this class.
It is from E-class that adventurers start resembling the world's general perception of adventurers.
It is common for E-class adventurers to be the most capable adventurers in a small village; there are almost no cases where such villages constantly have active adventurers above this class.
The variety of requests that can be accepted widens greatly at this class. E-class adventurers can accept monster extermination requests and caravan escort requests. There are still herb-gathering requests as well, but they are often in more dangerous locations than requests of F-class and below.
There are also many requests that require the adventurers to enter Devil's Nests, but their helpful seniors will often stop them from venturing too deep inside.
Many E-class adventurers live similar lifestyles to ordinary people living in urban areas. But they do not have much surplus income; they buy cheap arms and equipment while wishing they could earn just a little more.
It is difficult for an E-class adventurer to think about getting married, retiring and living a stable life. The vast majority of them leave thoughts about marriage until after another promotion.
The ability of E-class adventurers falls somewhere between those with apprentice-type Jobs and those who have acquired Jobs such as Warrior and Thief. Their skills are at least level 1. Many of those aiming to become D-class adventurers have skills at level 3.
An average E-class adventurer can defeat a Rank 2 monster in a one-on-one battle.
Also, adventurers of this class are able to make deposits and request loans from the Adventurers' Guild. However, the amount they can borrow is quite small.
· D-class adventurers
From this class onwards, there are promotion examinations. The examination for promotion from E-class to D-class consists of an interview with Guild staff as well as a practical test to ensure that the adventurers are capable of completing requests to kill other people.
As adventurers of D-class and above accept requests to kill or capture people like bandits, pirates or criminals with bounties on their heads, they must be capable of killing people without losing their sense of morals.
Because of this, there are a small number of individuals who give up on being an adventurer after failing to promote to D-class due to mental reasons. This is commonly referred to as the D-class wall.
However, most adventurers are capable of reaching D-class as long as they can overcome this wall.
Those with sharp tongues often say that D-class is a gathering place for people with average talent who put in an average amount of effort.
However, it is not uncommon for a D-class adventurer to be the number one adventurer in Guilds of small towns that only have small Devil's Nests or easy Dungeons nearby. Many villages do not even have any D-class adventurers.
D-class adventurers can accept requests that are more dangerous and pay better than E-class requests. Also, the Adventurers' Guild considers adventurers to be independent from this class onwards.
Adventurers of this class live better than the average farmer, but not as well as merchants who own stores in towns. They are somewhere between the top of the lower class and the bottom of the middle class.
They sleep in inns instead of houses. They have more surplus income if they spend less on their equipment, but their work requires them to risk their lives. They spend their days contemplating this dilemma. Also, many D-class adventurers who live more modest lives than their income allows so that they can make deposits at the Guild in case they suffer severe injuries or lose limbs.
Marriage isn't impossible, but if D-class adventurers continue to live in towns, they can't live what can be called financially stable married lives. This means that they would have to find new jobs after retiring.
For adventurers with working spouses, their lifestyles depend on the income of their spouses.
Because of this, when a Guild employee or merchant looks to hire private escorts, there is often a flood of D-class adventurers who have decided that they have reached their limits.
The ability of most adventurers of this class falls somewhere between those who have reached level 50 in a Job like Warrior or Mage, and those who have undergone Job-changes to core Jobs such as Swordsman or X-Attribute Mage.
Most have skills between level 3 and 4.
D-class adventurers are able to at least defeat Rank 3 monsters on their own, and it is considered only natural for veteran D-class adventurers to be able to defeat Rank 4 monsters.
· C-class adventurers
To be promoted to this class, one must pass a simple etiquette test and a written examination.
Also, most people experience a "talent wall" at which it becomes incredibly difficult to level up,
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