Eryndra, still standing on the platform, spoke again with her firm, confident tone.
"As an adventurer, your main job is simple: take on missions… and complete them."
Her gaze swept over the rows of recruits, and everyone sat up a little straighter. No one dared look away.
"The system is clear. Every guild posts missions, ranked by difficulty — from level 10, the easiest, down to level 1, the most dangerous."
She paused briefly, weighing her words.
"You’re not forbidden from trying higher levels. But it’s strongly discouraged. Pushing past your limits doesn’t just mean failing... it can mean dying."
A nervous murmur rippled through the crowd. Eryndra let the warning sink in.
"Missions can be done alone or in groups. But be warned: if you form a group, it’s up to you to agree on how to split the rewards before accepting the mission."
She stared at several faces in the crowd, then added sharply:
"The Guild won’t play referee. If you argue among yourselves, that’s your problem."
Ale frowned. That rule stuck with him.
He already knew — inner conflict could destroy a team faster than any monster.
Eryndra continued:
"Each mission has a deadline. A delay of up to 30% is allowed, but your reward will be cut by the same percentage. Go beyond that? The mission is marked as failed and goes back to the public board."
She paused again. Her eyes briefly met Ale’s — just as he looked up from his thoughts, drawn in despite himself.
"As adventurers, you’re bound by contract. Abandoning a mission without a valid reason can lead to penalties... or even suspension of your status."
A heavy silence settled in.
Ale felt his heart beating faster.
The pace of the training, the tense atmosphere, the strict rules... it was intense — but also incredibly real.
He couldn’t help but feel a rush of excitement.
The vast world... the dangers... the unknown.
This wasn’t a dream anymore. This was real.
But then he reminded himself:
He wasn’t here just for the adventure.
I have to find out the truth about my grandfather, he thought, clenching his fists. And I have to find the Prince of Light.
That name. Karl’s final words.
Now that he had dared to say it out loud to Devalin — now that the name "Prince of Light" had slipped once more into the alleys of the slums...
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maybe someone would remember.
Maybe the past would finally answer.
But for now...
he had to survive this training.
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"Who here believes in the Holy Spirit of Fire?"
Eryndra’s voice rang out, sharp and clear, cutting through the heavy silence that had settled.
Ale, lost in thought, flinched slightly.
The question pulled him back to the present.
He looked around—here and there, a few hands rose.
Some hesitant. Others straight and proud, lifted by sincere faith.
Eryndra gave a slow nod.
"Good. As you know, the Holy Spirit of Fire is the main god worshipped in the Empire."
She paused, scanning the rows of recruits.
"But tell me… do you know any other gods?"
A brief silence. Then a few timid voices replied:
— “The Holy Spirit of Water...”
— “The Earth one…”
— “The Spirit of Air…”
— “Wood, I think…”
A faint smile appeared on her lips.
She snapped her fingers.
With a flash of light, a series of illusions appeared in the air—majestic figures, each surrounded by their element: roaring flames, cascading water, towering rocks, swirling winds, blooming forests…
"Listen carefully. This world doesn’t worship just one god. There are seven great Holy Spirits: Fire, Water, Earth, Air, Wood, Light... and Darkness."
She pointed to each image in turn, her voice calm but firm:
— "The Holy Spirit of Fire, symbol of power and destruction—but also warmth and passion."
— "The Spirit of Water, master of tides and healing, as unpredictable as the sea."
— "Earth, strong and steady, giving raw strength and endurance."
— "Air, free and untouchable, the essence of speed and agility."
— "Wood, tied to growth, regeneration… and wild nature."
— "Light, protector and purifier."
— "And finally, the Spirit of Darkness… often feared, yet holding immense power, hidden in the shadows."
The images faded into a golden mist.
"Each spirit blesses their followers in different ways. Knowing their strengths helps you better understand the world… and its conflicts."
A man raised his hand. He wore an old military uniform, spotless. His stern face showed strict devotion.
"Isn’t it forbidden… to use any magic other than Fire in the Empire?"
A nervous murmur spread through the room.
Eryndra locked eyes with him, then answered coldly and without hesitation:
"Yes. Some countries, especially the religious institutions of the Empire, forbid the use of other magics. But…"
She paused.
"The Adventurers’ Guild is independent. International. We don’t answer to any religious or political power. Inside the Guild, you’re free to use any kind of magic…"
Her gaze hardened.
"…except dark magic. That one is banned. Not because of faith, but because it only brings chaos, suffering… and death."
A heavy silence followed once more.
Then Eryndra continued.
"Why do we focus so much on magic? Because it’s the main weapon of adventurers. It lets you defeat monsters with supernatural abilities, survive the impossible, and even push the world forward."
New images appeared, this time showing magical artifacts: mana lanterns, potions, teleportation gates, enchanted tools.
"Magical items power our society. As adventurers, you’ll handle them often. But more importantly…"
She swept the room with a piercing look.
"…knowing your enemies’ magic gives you a chance to beat them. A fire shield can block a water strike. A light spell can break a shadow curse. Your survival will depend on your reflexes, your cleverness… and your knowledge."
Ale listened carefully, silently.
The idea of being free to use magic beyond just Fire… felt like fresh air.
His thoughts briefly turned to Nyxion. To the shadow inside him.
Eryndra, noticing the sparks of curiosity in some eyes, finished with these words:
"Remember this: brute strength won’t be enough. Courage won’t always save you. What truly makes the difference is your ability to observe, learn, and adapt."
She paused one last time, then declared with gravity:
"The world is vast. Its dangers, endless. So open your eyes. Know your allies. Know your enemies. And most of all… know the gods who shape this world."

