Chapter 22: The Adventurers' Guild
Amber City. As a city founded over 600 years ago, the history of Amber City began with the diversion of the Onyx River. Due to the massive desertification of the plains upstream, and an epic 'Serpent's Rebellion', the relationship between the human kingdom and the druids deteriorated, and the course of the Onyx River was shifted by nearly sixty kilometers. Even today, the druids have been restricting the destruction of the natural environment by human beings, and will resort to armed violence when necessary! The diversion of the Onyx River led to the decline of a city and the prosperity of Amber City. Unlike the slums, the streets of Amber are much wider and cleaner, with paved roads that allow ten horse-drawn carriages to pass through Guò at once. But such cleanliness is based on the expulsion of the homeless and the lower classes. Because every time you enter Amber City, it costs a copper deler, and the lower class poor and homeless people can't get this money at all, and even if they are lucky enough to sneak in, they will be patrolled at night, and they may be thrown out by the guards again. This is a common occurrence in southern cities, where the inside and outside of the city are two completely different worlds. As for the aristocratic quarter, it is even more beautiful like a garden, the roads are lined with flowers and trees, tall and magnificent buildings and exquisite sculptures can be seen everywhere, even Sauron cannot be easily entered, because there are special aristocratic guards there. The Grand Square is also the Grand Market of Amber. It was responsible for trading goods transported from all over the world, bringing a large annual tax to Amber City, while also ensuring the financial resources of the nobles. The annual agricultural income of a manor is less than a dozen kindlers. For the aristocracy, intervening in the transportation and trade on the Onyx River is the best way to accumulate wealth and strengthen the family! Sauron saw many heavily guarded guards along the way, and the city of Amber was slightly weakened by the skinning incident, and the merchants left the city after hastily selling their goods. Because of past experience, they are told that there will always be many troubles and dangers in the area where the dark realm is active. Directly opposite the square is the Adventurers' Union. A large and loose organization, spread almost all over the world, but managed by a consultative group of various forces. Neither kingdoms, nor nobles, nor churches, nor other organizations scattered around the world will allow the Adventurers' Guild to form a complete will, so they must ensure that they have a force of their own in this large and loose organization. The Adventurers' Guild is made up of local councils, each of which operates independently. For example, the Adventurers' Guild in Amber City covers jobs within 500 kilometers of the vicinity, including three cities, twenty-one towns, and more than 100 villages. The members of the Council are nobles, churches, local powers, etc., and they are on the same level as the adventurer guilds around the world, but they retain some agreements of common interests. Sauron now needs the identity of an adventurer! There are no requirements to become an adventurer, and there are no aptitude evaluations, as long as you can afford to apply. It is 1o kindler in total. It is enough for an ordinary family of three to maintain the cost of eating and drinking for three years. All adventurer identities start at F-rank and have a secret imprint on them, which can be confirmed by adventurer guilds around the world. Of course. If you have enough strength, you can also forge it! The greatest use of being an adventurer is a pass, because there are many places that you can't just go to if you want to. The world has a strong sense of regionality. The movement of people is also very slow, because there are so many dangers in the wilderness that many ordinary people will never leave their homes for tens of miles in their lifetime. If you're just moving around your hometown, you don't need those things. But if you're going to go somewhere else, there are two things you must prepare, the first is the identity of the freedman, and the second is the identity of the adventurer. These two things can eliminate a lot of hostility and trouble! Of course. If you can get the status of a nobleman, it's even simpler. It's okay to impersonate. As long as you don't show the stuffing, it's very troublesome. Sauron first needs to prepare himself as an adventurer, and then as a freedman for him and Vivien, so that he can roam freely in most of the South. Without them, many towns and villages would turn you in! Even if you have these identity certificates, if you enter some places where xenophobia is stricter and has a strong sense of region, there will be a garrison captain who will talk to you. And then seriously warn you not to cause trouble here! It's true. Because at that time, there were many people who just went out on adventures in a hurry, and then every place they went, they had to be checked repeatedly. In the end, it will become the focus of attention! Whenever you do something wrong, a local resident will immediately report it to the garrison, and then a heavily armed fighter will come and talk to you. It's hard to imagine how much trouble there is in it if you haven't really touched it! ……………… There aren't really many of them in the Adventurers' Union. Because it's a dangerous job and it's also a job that makes it easy to retire. As long as you have an accident in battle, you may be left with injuries that are difficult to recover, and then your strength will drop significantly, and if you can't afford to pay for expensive magic treatments, then you should almost be ready to retire. There are countless F-class adventurers registered with the Adventurers' Guild, but only one-tenth of the adventurers can reach the E-rank, and less than one percent can enter the D-class. But. If you have the status of an E-class adventurer and have a clean family background and no criminal record, then you can easily get a job as a guardian near town. Although it does not have the same lucrative income as the adventurer, it is also a safe source of income. Enough for you to marry and have children. After all, not everyone has the risk of **, and the risk is also taking their lives! The commissions that come out here are more formal, and many of the low-level tasks are privately delegated to individuals and will not be handled by the adventurer's union. The lowest-level quest here is F-level, and the challenge difficulty is basically above level 5, such as the one Sauron saw in front of his eyes, which reads: "A village called Snada, belonging to Lord Tenodo's territory, has recently appeared a group of goblins, among which there are traces of gnolls. The militia of the village were unable to fight the monsters, so they offered a reward of fifty Kindler to ask the adventurers to clean them up. The mission level is rated as F+. "It's just a basic record of the mission. If you're going to take on a mission, you'll have to weigh whether you're able to handle a group of goblins (more than 2o) and a single-digit number of gnolls (1-5). And that's just the beginning. You decide to take the mission and head to your destination, and you'll have to find out if the number of enemies is really as many as they say. If that's really that much, you're ready to make a battle plan now. But if there are far more enemies than recorded, then you'll have to decide whether to abandon the mission and ask for compensation (travel expenses) or continue the mission for more (negotiations). Or you don't care at all, ready to take the money and walk away after solving the trouble. Sauron still remembers the first time he accepted the mission, when he found two companions, and the difficulty of the mission was about the same as the one in front of him, but in the end, an ogre escaped. His life was almost confessed there! If it weren't for the 5o% increase in the client's remuneration in the end, he would have even planned to use a knife on the client. It's no joke! Sauron did exactly that, he once hung a mission client who deceived him about the difficulty of the mission and killed one of his teammates on a flagpole, whipped him alive, and then hung his body for three days and three nights! That was his first Plot Aboriginal teammate, a big Cheb boy who laughed a little shyly. There are two younger brothers and a younger sister. Before he told him to leave his home as a teammate, Sauron had promised his mother that he would earn enough money to repair the damaged village after the flash flood and return safe and sound. He was the only professional in the remote village, a level 6 warrior who saved Sauron's life once, blocked three arrows for him, and finally fell into the siege to cover his breakthrough. Wait until Sauron is there. The corpse has been eaten by the gnolls to the point that only half of it is left, and even the whole corpse cannot be recovered! That day. Sauron killed a lot of people. But revenge did not alleviate the pain in his heart, and he could only send the cremated ashes of his comrades back to his hometown, and the proceeds of the 1ooo Jindeler mission did not give him the courage to face the sad face of a poor mother who had lost her child. He had promised to bring the shy boy back alive, but he ended up bringing back a handful of ashes. That moment. Sauron realized how cruel and real the world was! As a thief, he will never give up his vigilance, and he will never trust anyone lightly. Because he's already missed it once! Perhaps it was because of this that he was able to stand out from the crowd of thieves and eventually become one of the few legendary thieves among the players!
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