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The Traveler's Adventures
The Seven Ships of the Adventuring Continent

The Seven Ships of the Adventuring Continent

The Adventurer’s Continent is one of the most dangerous places in the world, but it’s danger has brought many treasure seekers and adventurers, looking for a big score to make it rich. The Adventurer’s Guild, whose goal is to explore the world, made it a goal to make it deep into the continent, and explore its secrets. To accomplish this goal, they must first have a base of operations.

The very first explorations were very quickly wiped out, or made to retreat back to their ships, because they found even the beaches to be warped by the continent’s unique and dangerous magic. To combat this, they would use ships as their main base, sending ships of adventurers to explore the coastline. As the danger of the continent began to set in, as some of the strongest monsters that have been seen in the world were spotted, the adventurer’s guild doubled down and started to create a true base. If they couldn’t build it on the continent, why not build it just off?

Thus started the creation of the first continent ship, which in reality was a huge platform ship enhanced by magic and anti-monster fields to keep it safe from any large sea monster. It took a huge amount of resources from the guild, and the magic it needed took a toll on many mages. But with an official base of operations, The guild really started to get expeditions rolling, and coordinated many adventurers to explore.

The second ship was much like the first, very costly and simple in shape, but it being on the other side of the continent made global help in exploration much more efficient, allowing guilds from all the continents to send resources in this great goal they made for themselves. But not only adventurers started to come, but researchers, craftsmen, and artisans started to come, to look more into this new and dangerous continent.

The third and fourth ships were different from the first two, as instead of being placed on opposite sides of the continent, they were placed both outside of nature magic “regions” as researchers have started to call them. While the first two were placed based off of location, these newer ships were placed to allow expeditions to have an easier time getting deeper, as they’ve found nature magic regions to be easier to traverse than other types, except for elemental races or magically immune races.

As more expeditions started to get deeper and deeper, the rules and laws of the continent becoming clearer and maps sketched out, routes were getting plotted and the adventurer’s guild were both trying to make sure people don’t die, but also bring in more people, as only the most adventurous lot have taken the delve into this new continent. Researchers have measured the overall level of monsters encountered, divided them into magic regions, and ended up that those at level ten and above would be a viable fighter on the continent, if they were guided and helped by many higher leveled adventurer’s, so level 13-15 would be the advisable level, to make sure they can survive the ambushes and higher level monsters that can spawn.

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At the advice of the guild’s researchers, more ships began to be built to help the coming influx of adventurers, built similarly to the first two to help efficiency and moving supplies and manpower to other ships. Thus the final two of the Cardinal ships were made, and while these ships aren’t in the best position to send expeditions into the easy regions, they are able to help resources and manpower move to the two “Nature” ships, as they’ve been called due to their proximity to nature magic reginos.

The final ship wouldn’t have been made until much later into the guild’s time on the continent. This final ship’s only purpose is to be a base of operations during a special phenomena called the “Magical Flooding” by researchers. This magical phenomena was found by researchers who were looking into losses of ships in a certain area, and after many years of research, they were able to observe the magic flooding out of the continent.

The first, major thing of note about magical flooding is that the magical regions that are in the way of the flood start to mix, as monsters start to spawn in locations never seen before, like magma monsters in nature regions, and storm monsters in icy regions. Some of the worst mixes are when monster’s start to get dual magical natures, which have been called Amalgamations, are hideous monsters that look like Chimeras but more magically aligned.

While this phenomena would make the area several times more dangerous than other regions, the sole important note is that monsters begin to fight each other en masse, with huge monster battles happening during the floods as magical natures clash. This has led some of the more roguish and scout expeditions to start sending groups of people through the flooding, to see how deep they can go, and surprisingly the people who came back stated they went twice as far deep as normal deep expeditions go.

While magical flooding is rare, and happens with varying degrees of severity, the last ship, the Ship of Floods, is a base for the most adventurous and explorative lot of adventurers, a haven for those original explorers of the continent that still live, and a challenge to many strong adventurers.

Thus the Seven Ships of the Adventurer Continent still continue to send out expeditions to the continent, gathering resources rare and mundane, to be sold or used by the guild as they continue to send expeditions ever deeper.