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The Traveler's Adventures
The Adventuring Continent: The Land of Treasure and Death

The Adventuring Continent: The Land of Treasure and Death

The Adventuring Guild is a large, global organization of monster hunters, traders, merchants, craftsmen, and many different people that come together to achieve one goal, to explore and adventure.

To achieve this goal, the guild started as a small group of explorers and monster hunters, with a simple base of operations and a few small groups that helped each other out. Eventually, this group of people grew as more people decided to join, and as more money was pooled to help the newer hunters get trained and fitted with weapons, more people were able to contribute and as they grew, they expanded their organization to include craftsmen, merchants, and many other people with the goal and allowing people who want to explore the world and have an adventure to be able to.

Nowadays, Adventurer Guilds can be seen on almost every continent, although the amount and their size is affected by the local attitude towards adventurers and their need. On some continents, there are areas that are heavily infested with monsters and adventurers can find ample work, and they are usually more accepted there than other places. On calmer continents, where the majority of the land is colonized and calm, they tend to be looked down upon as mercenaries and usually take the name of monster hunter, which is accepted with open arms by most people.

The Adventuring Continent is a nickname for a magical continent that is chock full of magical phenomena and beasts, and is most puzzling to many beings in the world as to how it came to be. Anything from freezing deserts to mountain high forests inhabit this warped continent, and the dangers that it contains can outnumber any other continent.

The only “habitable” part of the continent is actually a built-island that the Adventurer’s Guild invested in, several in fact, that allow them to send expeditions into the island to extract rare minerals, monster parts, and herbs. Not all expeditions come back, and even the strongest of the guild don’t dare to try this continent without a heavy set of backup plans and the ability to teleport out of harm's way, which sometimes isn’t even enough.

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While this continent has been the death of countless souls, the riches that it brings can outnumber any but the rarest of treasures in the world. Herbs that make a potion of revival, metal and can double the effect of any spell or be completely resistant to magic, and claws that can cut through stone with a single swipe. The magical aspect of the continent is a blessing and a curse, and this is what drives the Adventurer’s Guild to keep exploring even with the lethality of it.

The only people that tread the Guild Islands are those who are born there, and adventurers of level 10 and above. To enter an expedition, they usually have to be on average level 13 to even survive the many ways the continent can kill them. The rare occasions where an adventurer has a certain skill set that allows them to be of use is what brings the weaker ones into the fray, which can grant them the ability to grow fast, if they survive that is.

The common biomes that expeditions tend to travel to are generally nature magic aligned, where instead of being a deadly tundra or scorching desert, it usually is just an upscaled forest that can house many a creature. The unique matter of this continent is the magic, which allows it to house creatures from anywhere in the world, from the rarest to even common goblins, any monster can be found in the depths of any part of the continent.

There can be several different types of expeditions, the most common run is a gathering expedition. This expedition type is a simple hunt on a known trail, where a group of adventurers follow an established route and hunt for anything valuable, both monster, herb, or exposed mineral. This is common because of the nature of the continent and its likeness to a dungeon. Whenever an area has a lower amount of mana than a certain amount, which has been theorized but doesn’t have enough information on, the mana gathers in such forcefulness that monsters and other magical items spawn from the magical phenomena. The things that spawn from this phenomena can be anything, from simple goblins to even highly evolved draconic monsters.

To be continued.