~State of the world~
The Lands of Merriam, ever prospering has now entered a new era, the discovery of the Deep Roads and the technologies underneath it opens up a new veil for adventurers and heroes to venture deep into it.
Unlike dungeons, these roads are of Dwarven made but even the Dwarves have forgotten it. Instead of just monsters adventurers venturing the Deep Roads must also fight against conjured constructs like golem and gargoyles not to mention the traps on the ancient roads.
…
*The Marcian Lands were rapidly changing, by the lead of their future count Gallo Marcia, he had used his accomplishment and momentum to push for more prosperity on his lands. As one of the fronts in the expeditions of the Deep Roads, he was one of the first who had access to the advanced technology that the Dwarves left underneath.
Still, there is much left to discover underneath the deep roads. Mysteries and treasures to uncover.
…
The Laso Company that the Marcian lord created is now deeply rooted in all corners of the realm, he is probably just 4 steps behind the richest clan in the whole realm.
~More World Info~
*Dungeon Raids - its main purpose is to cut down the monster population and harvest materials. It's important to raid dungeons since this lowers the chance of a dungeon overflow.
*Dungeon Culling - almost the same as a dungeon raid but has a different purpose, adventurers visit the deepest part of the dungeon to take a look at the shard, they would take actions according to the state of the shard, and they could break some part of it or leave it as it is. Dungeon Culling’s main objective was to maintain the dungeon’s difficulty.
*Deep Roads - an ancient road deep on the bowels of the earth. Its purpose is still unknown. It is made of anti-magic materials, almost indestructible. Unless one could produce hundreds of tons of pressure or force to physically break it down.
Adventurer Guild Terms!
*Sam - a term used for an examiner. An examiner could appraise anything and give value to almost anything. They are managed by the guild and they strictly abide by the rules. They are usually users of earth magic.
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*Pam - a term used for a medical staff or officer. They are the resident healer of the adventurer’s guild, there are 4 of them on every adventurer’s guild sometimes even more. They are usually users of water and wind magic. A rarity of its kind are the Light Magic users.
*Hero - an institute of any school could declare up to 3 candidates as a hero. It's like the valedictorian of the graduates. The adventurer’s guild could also declare a hero by their accomplishments. The main job of a hero is to dungeon dive. They couldn’t be a part of a war as per the new rules of the adventurers guild.
These new rules were made after the guild officially became independent from the Empire. That means even the empire can’t affect the adventurer’s guild’s politics.
*Hero of the Era - a special title given to the most elite of them all. The title carries more weight than it sounds. Not only did one would gain instant respect, but they could also use the title to demand support from nobles and such.
But the responsibility could be anywhere from non-existent to the most important ones.
*Adventurer Rankings - estimated by the party’s potential output. Note that I said potential. Adventurers actually have the hardest job. They could actually be sent to the mission that they could potentially complete. I said potentially again, right?
Here are the rankings and some monsters to equal it.
E - Basically fledgling that could do the most basic jobs of item collection and deliveries.
D - From large rats to goblins. They are essentially the pest control rank!
B - From body guarding and dungeon diving for support. They were allowed to go to dungeons as long as they could pass tests.
C - This is the rank that would dive dungeons. The entrance rank is where the real dungeon adventuring begins. Its equivalent is monsters off the dungeons and low-level monsters.
A - A rank that is cut above the rest. Each adventurer guild would have 2 to 3 class A’s on stand-by. But the frontier had far fewer of them. This is where the adventurers get stuck for a long time. They are called for fighting ogres, large packs of monsters, and sometimes wyverns.
S - Heroes are instantly considered as class S. They are given a certain type of freedom and authority in different situations. But rules become harder for them. Some that are not a hero could be considered class S.
SSS - No one has this rank but an example enemy for this one is the Holy Beast. Actually, any enemies that couldn’t be ranked properly!
~Nobles and their politics~
Sad to say but the nobles in the land of Mirriam are the corrupt ones. I won’t get into it but just state some facts on it.
The nobles are only propelled by three things.
1. Preservation of their family
2. Greed to gain more power
3. Religion
To that note, three religions exist in the land.
1. Faith of The light - most of the noble’s religion. The richest and the most influential of them all.
2. Jubaicists - like atheists in real life, you know, they believe in explainable facts.
3. Syldans - they worship the forest, the lake, mountains, and even rivers. They are the nature type religion and most Half Beast had this religion.
That’s all! For now, it's better to show than to tell. The next part begins!!!