home

search

44. Adventurers codex

  Ale unrolled the scroll in his hands, his eyebrows slightly furrowed.

  He quickly skimmed the first few lines.

  Code 1:

  Every adventurer must follow the Guild’s values.

  Never commit crimes.

  Respect your elders.

  Protect the vulnerable.

  Help those in need.

  Ale pressed his lips together.

  This almost sounds like a knight’s oath... he thought.

  Code 2:

  The Guild strictly forbids unnecessary violence.

  Disputes between adventurers must be settled by the Guild’s internal court.

  Ale raised an eyebrow.

  A court? They really mean business...

  Code 3:

  An adventurer must complete assigned missions with seriousness and professionalism.

  Every accepted mission must be fulfilled. If something unexpected happens, only the Guild can authorize a cancellation.

  Ale slowly nodded.

  Code 4:

  All sensitive information gathered during missions must be protected.

  Any leak that puts the Guild or its members in danger will be severely punished.

  Code 5:

  Loyalty and integrity toward your teammates are mandatory.

  Betraying a teammate or putting them in danger on purpose? That’s a serious offense.

  Rewards must be shared fairly. Any cheating will trigger an internal investigation.

  Code 6:

  Every adventurer must respond if the Guild sends out an emergency call.

  In major crises, all members are mobilized.

  A line underlined in red stated:

  "Refusing a call is considered desertion."

  Code 7:

  The Adventurers’ Guild is independent.

  No adventurer may use their status to support a political, military, or religious cause.

  Any abuse of power or manipulation will lead to immediate expulsion.

  Ale looked up from the scroll.

  No kings, no generals, no priests... just the Guild.

  "Sorry ma’am, but... I can't read?"

  The rough voice of a man cut through the silence like an axe.

  Everyone turned to the right.

  This story originates from a different website. Ensure the author gets the support they deserve by reading it there.

  A man in his forties, with graying hair and a face worn by life, raised his hand. He looked uncomfortable, but determined to speak.

  Eryndra slowly turned her head toward him. Her piercing gaze locked onto his.

  Then, she swept her eyes over the group before answering in a sharp tone:

  "In that case, call on the Scribe-Assistants. They're trained professionals who can read and write, here to help those who struggle. They're there to support you in your duties with the Guild. Use their services."

  She paused. Her voice turned colder, harder.

  "But make no mistake…" Her voice rose.

  "Respecting the Codex is not optional. It's mandatory. No matter your background or skill level. If you want to become an adventurer... you adapt."

  A heavy silence followed.

  Then she crossed her arms confidently and continued, as if nothing had happened:

  "Now, let’s move on to today’s lesson."

  She began walking slowly across the stage, her footsteps echoing like a metronome.

  Her gaze never left the recruits.

  "As adventurers, it’s essential to understand the world you live in."

  A sharp clap echoed through the room.

  Instantly, a giant glowing map appeared in the air, floating above the stage. A square canvas about two meters wide hovered steadily beside Eryndra.

  All conversations stopped.

  Every eye locked on the map, mesmerized.

  "The world we live in is called Elarion."

  She pointed to the center of the map with a precise finger, tapping gently on a massive landmass.

  "This is Gaia, our continent. It's the largest and best known. It holds over fifty empires, kingdoms, and nations."

  The map shifted. Glowing lines appeared, dividing Gaia into a complex mosaic. Each region seemed to have its own personality.

  "These lines show the different countries that make up Gaia. Each one has its own laws, customs, and culture. Some are allies. Others are sworn enemies. As adventurers, knowing these differences could mean the difference between staying alive... and starting a pointless war."

  She then pointed to the far north and south. Two white landmasses lit up.

  "Up here is Arktos, and down here is Antaris. The polar continents. Frozen, hostile lands where even magical creatures struggle to survive. No humans live there. Very few expeditions ever return."

  Her arm then swept across the oceans, pointing at three distant continents, each separated by vast stretches of sea.

  "Here’s Zephyra to the west, Mistralis to the south, and Solara to the east. They’re smaller, but each one is home to dozens of nations—26, 40, and 50, respectively. The animals, plants, and people there are all different."

  As she spoke, the oceans shimmered softly.

  "The seas between them—named after the nearby continents—are full of life, danger... and forgotten treasures. But the greatest mysteries aren't there."

  Her finger slowly moved to the far edges of the map. On both the east and west sides, dark waters covered in swirling mist appeared.

  "These are the Dark Seas. Endless oceans, covered by a thick, toxic fog... No one has ever crossed them. No ship, no magic, not even a god has pierced that veil. Whatever lies beyond... is a complete mystery."

  She paused. The recruits held their breath.

  "And yet, even with all of that, our Guild is everywhere. On every continent. In almost every nation. No matter the borders, the races, the religions, or the beliefs... our mission is always the same: Discovery and Service."

  She crossed her arms, her eyes glowing with unwavering conviction.

  "You are here to become adventurers. That means: exploring the unknown. Protecting the innocent. Learning, teaching, serving. You will be the pillars of this world."

  The map slowly faded away, like an illusion vanishing into thin air.

  But the silence lingered.

  The recruits, wide-eyed, felt something for the first time:

  This world was far bigger, more mysterious… and far more dangerous than they had ever imagined.

Recommended Popular Novels