[rcenary Group], [rchant Associations], and [Nobles] are known as the three main player guild organizations.
The Eternal Pacificus has very strict punishnts for killing, but rcenary Group organizations live by the sword and thus receive so degree of punishnt reduction—one piece of evidence is that the assassination organization Assassin is also considered a branch. There are even groups composed of female players.
This doesn't an all rcenary Group players enjoy killing.
In fact, a rcenary Group's business isn't limited to just taking money to kill people. Nobles sotis commission them to eliminate nearby mountain bandits, and during warti when short on troops, they might hire groups to turn the tide of battle; As for rchant Associations, they mainly hire rcenary Group for trade route protection, which players colloquially call "escort missions," and sotis they'll also request rcenary Group to investigate suspicious incidents. Players complain about having to work as detectives while being rcenaries, but actually, as long as an event appears dangerous in nature, NPCs might seek rcenary groups to investigate and resolve it—after all, you players can't die, but when we die, we're really dead.
Of course, once a rcenary group makes a na for itself, so organizations will issue secret commissions to execute certain shady work. For instance, rchant Associations might request rcenary Groups disguise themselves as bandits and raid opposing associations' trade routes.
Anna's Support Group is a guild of [rcenary Group] nature.
At dawn's first light, I used spatial transfer magic to bypass the patrolling guards and directly reached the outskirts of Rothschild village. The outskirts were dotted with many campsites, all temporary settlents for players' characters.
Just as rchant Associations often have a place within towns, rcenary Group organizations aren't concentrated in towns, but rather in suburban camps. Upon successful certification as a rcenary Group, the leader and organization officers gain the privilege to establish camps in certain locations. rcenary Group camps have more defensive chanisms than ordinary player campsites.
Anna's Support Group's main camp is located near Rothschild, probably because I reside in Rothschild.
I activated my stealth skill to bypass the players' campsites, avoiding disturbing them.
Sorry, I'll make sure to return ho before dark.
Co to think of it, this is my first ti leaving the village since arriving in Lemoria.
Near Rothschild village is a forest. Even within the kingdom's borders, not every piece of soil is covered by towns. In a dieval-based worldview, it's normal for wilderness to occupy the majority of space.
The morning breeze blew, a warm wind that made my beautiful, long hair flutter gently.
Fixing a few mischievous strands of long hair is quite a novel experience for . Fortunately, maintenance is relatively simplified in the ga world; otherwise, I might cut so off for convenience. I really like long hair, but cleaning it is super troubleso.
"Let's take a look inside."
On impulse, I turned into the forest. The ga is divided into three areas: safe, neutral, and dangerous. Safe areas generally refer to places where NPCs live and are managed, where malicious conflicts will bring guard intervention; dangerous areas are the opposite, typically dominated by undead species' territories; most remaining places are neutral zones.
The forest near Rothschild isn't considered a hunting restricted area designated by nobles and clergy. In dieval tis, uninhabited forests were also regarded as noble territory, aning the creatures within were nominally noble property—this ans hunting was only allowed with noble permission, otherwise it would be considered poaching; the sa applied to clergy-managed forests, though they generally viewed forests as one of God's creations and wouldn't advocate hunting except for large banquets, while also prohibiting others from doing so.
The ga restored these hunting prohibition characteristics, but the map is vast, so there are always so free forests to find. If Rothschild were a baronial domain, the adjacent forest would undoubtedly beco the baron's property, prohibiting unauthorized hunting.
"I can't believe this is a ga-simulated world..."
A leaf fell, and I reached out my palm, catching it steadily. Up close, not only could I sll the natural fragrance, but even the leaf's veins were clearly visible. The Eternal Pacificus's virtual technology truly deserves its industry-leading reputation.
I activated my detection skill, sacrificing precision for a wider detection range. There are no large, vicious monsters in the forest near Rothschild; I just need to identify where the large ga is.
Soon, the detection skill's heat sensing outlined a deer-shaped creature.
This is it.
Though venison is delicious, deer are tough to raise in captivity. They possess extrely high alertness, making deer hunting an annoying task. Venison usually only appears on noble tables, making it completely qualified as a eting gift. Going empty-handed feels sowhat awkward.
Another reason is that I want to test my combat ability. My mories contain no combat-related records, and my original master no longer logs into the ga, aning I've never had the chance to fight.
After entering combat status, items in storage space cannot be temporarily retrieved until combat status ends.
In my storage space... there are no weapons.
Huh? Is my combat style supposed to be bare-handed Gundam demolition? One-Punch Maid?
I must be accessing it wrong. I closed my eyes, imitating how I once summoned fire elents to heat bath water, inputting commands in my mind, thinking I might be able to summon my weapon...
No, that's obviously unrealistic.
Even mages in the ga can't hide their staves and summon them at will; I'm overthinking it.
Just when I was about to give up, a heavy weight gradually appeared in my hand.
Wait! Could I have coincidentally—
I eagerly opened my eyes, but when I clearly saw what was in my hand, I imdiately gave up thinking.
Several seconds later, my wail echoed through the forest.
"W-why are they chains?!"
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