Magic Tower Starry Sky

Chapter 1736: 4 major guilds

The Magician's Guild, the Adventurer's Guild, the Mercenary Guild, and the Unspeakable Thieves' Guild are listed as a pan-continental organization in Mystery. Just because these four ignore national boundaries and are widely distributed in every corner that Homo sapiens has walked, supporting the development of civilization.

In addition to the applicable objects, the differences between the four are also essentially different.

The Thieves Guild is a black organization that cannot be made public. Everyone knows that there is such a thing, but not everyone can find a way to do it.

There is no guarantee that you will not be scammed after entering. It all depends on your ability and luck, and what kind of people you meet. Fairness has never existed in the Thieves Guild's creed.

For the noble lords, such organizations should be banned and eliminated. But sometimes they want to use such organizations to do some dirty things, which becomes a reason for connivance.

Everyone hates the darkness that coexists with light, but it must exist. This is what the Thieves Guild looks like.

The adventurers guild and the mercenary guild are similar in nature, and their business overlaps to a considerable extent.

If we really want to divide the two, it is that the former tends to be reconnaissance and exploration tasks, and the number of people is mainly teams of less than four to six people. The latter is mainly combat missions, and there is no upper limit on the number of people. Joining a regional war is also the norm.

These two guilds are also the guilds that have the deepest connections with nobles from all over the world, because their functions can very well make up for what may be lacking in the functions of the lords.

For the noble lords of Midland, the territories under their management inevitably have priorities. After all, the power they can use is limited, and they may not be able to cover the entire territory. Instead of dividing the strength in your hands, it is better to concentrate your efforts in a few places.

You can harvest more tax money. Of course, places with specialty products will receive special care. Other places just need to maintain operations. This can easily create a magnetic attraction effect, making the strong stronger and the weak weaker.

For those territories that you don't care much about, if you encounter something that has to be solved, otherwise it may endanger your life - think about the monsters in the lost land, there are more such natural threats than you imagine - sometimes hiring temporary manpower is better than yourself. It’s much more convenient to send someone.

If the lord sends his own people, regardless of whether he has the ability to handle the matter or how many people can be sent to solve the problem, the losses and losses incurred will be borne by the lord himself.

What's worse is that if a person dies, whether the pension will be paid or not is a big issue related to the survival of the family.

The folk customs of Lost Land are fierce. Perhaps it is very difficult for common people to cross the hierarchy and become nobles. But it is relatively not that difficult for the common people to make the nobles disappear.

I was helping out, but something went wrong, and the compensation was not adequate afterwards. Guess where this tone will go?

If there is any retired adventurer or retired mercenary among this group of seemingly simple and unpretentious villagers, maybe the power in the hands of the nobles is not enough to defeat them.

The situation of being killed after being tricked can not only be heard in the poems of bards. It is said that art comes from reality. A brainless noble mistakenly seeks trouble from the folk **** of war. Whether it is the ending that everyone likes to see or the situation in reality, the result is the same.

At this time, the lord spent a sum of money and issued a commission in the Adventurer's Guild or Mercenary Guild. Naturally, there will be guild members who will evaluate whether the risks and rewards are appropriate, and whether the team accepting the task is suitable.

Of course, it is impossible for a few copper coins to appear and the person entrusted to slay the dragon is accepted. This kind of completely unreasonable guild task. However, as long as the assessment is passed and tasks are assigned to guild members, the risk will be transferred to the guild.

Once any accident occurs, it will be the people from the guild who will come forward to provide support and deal with the aftermath. Even if there are casualties, no one will chase the mission entruster for compensation.

Checking mission information is also a project that the guild is responsible for. Unless the entruster deliberately set a trap today, he will be held accountable.

Of course, the noble lords are still very wary of this kind of force that is not under their command and has the ability to threaten them.

But in general, the two major guilds of adventurers and mercenaries still have a auxiliary position, helping the lords to take care of areas beyond their capabilities. Moreover, the two major guilds have a much more upright style of conduct, which is why they can still exist today and become stronger.

The Magicians Association is the most special. The most important function is to manage magic knowledge and maintain magic inheritance. However, like the Adventurer's Guild, the association will also issue some commissioned tasks, which will be completed by the mages.

However, the Magician's Association's deployment does not go as deep into small places at the township and village level as the Adventurer's Guild does. The strongholds of the Magicians Association in various places are the regional branches of each district. There are no smaller units further down.

Magicians or magic apprentices who want to learn magic must either consult other magicians, study on their own, or visit local branches and obtain magic inheritance through regular channels.

Perhaps the ancient magicians passed away in seclusion, and finding this legacy left behind is also a way to learn magic. But not many magicians would seriously bet their future on a place like this.

The Magician Association also has a very special function for the magician group, which the other three major guilds do not have. That is to say, they quarreled with the noble lords on behalf of the magistrates!

Whether it is the Adventurer's Guild, the Mercenary Guild, or the shady Thieves Guild, their strongholds are nominally private property, but in fact they are still under the jurisdiction of local noble lords, and must pay taxes and shoulder the responsibilities of the people. bear responsibility.

Only the regional branches of the Magician Association and war fortresses such as the Magic Tower are independent of the territories of noble lords, as if they are a country within a country.

Facing the noble lords, the magistrates did not even listen to the most basic instructions. It was just a sentence of "You have no jurisdiction", which was slapped in the face of the noble gentleman.

It is certainly not without reason that magicians have such privileges. A formal agreement between a magician and a noble raises the whole matter to the level of law. Even the king or emperor must abide by it, let alone the nobles below.

And the reason why this agreement was concluded was not a result of friendly discussions between the magicians and the nobles. It was simply the result of war!

This war is not tragic at all, let alone tragic. In other words, when the scope of the impact was about to expand, all participants rationally stopped their actions and sat down at the negotiation table to negotiate.

The reason why they can show such rationality is that humans have just regained control of the world from the Dark Legion.

People wanted to recuperate, and the ruined Mystery Land could not withstand the ravages of a human civil war, so the most wise and powerful first-generation leaders chose a method acceptable to each other.

On the other hand, it was the territory that belonged to humans at that time, and had not yet included the entire Mysterious Land. Even though most of the main force of the Dark Legion was wiped out, there are still some remaining soldiers who dominate the mountain. Otherwise, a certain place is still blank and has not been claimed by any force.

In this context, magic towers are usually established as outposts, becoming a bridgehead for annihilating dark forces and promoting civilization. Instead of competing for food with the noble gentlemen of the original landowners in the already demarcated noble territory.

In other words, in the time and space background of that time, the Magic Tower was one of the main forces in expanding the scope of civilization. The conflict between magicians and nobles was not as obvious as it is now. So both parties could sit down calmly and make an agreement acceptable to both parties.

To this day, there is no trace of the Dark Legion left. Even if there are, they are just historical relics lingering in some nook and corner.

However, the pace of civilization has spread almost throughout the Mysterious Land, and only a handful of areas ruled by king-level monsters still belong to nature. Even if there are nobles who want to take these lands into their pockets, it is meaningless if they cannot form actual rule, even if there are residents to cultivate and utilize them.

Under such circumstances, the establishment of any new magic tower is to dig out a piece of the existing noble territory that belongs to those in power, and divide the people who originally belonged to these lords. The conflicts between the two sides behind the scenes were gradually intensified due to differences in time and space.

In reality, each branch of the Magician Association is like a tyrant, threatening the dominance of the noble lords from all aspects.

After all, the entire Mysterious Land is divided into more than fifty districts purely based on area and distance. The territory of the vast majority of noble lords and even most kingdoms is smaller than the area under the jurisdiction of the Magicians Association branch.

This means that the strength of most noble lords is weaker than that of the Magicians Association branch. Then when there is a conflict between the two parties, it will be difficult to avoid being slapped in the face by the magicians and then succumbing to the pressure of the Magicians Association.

But since it is said to be the majority, it means that there are different situations. For example, if you encounter these five gangsters in the regional branches of the Magician Association within the five empires, you can only stand at attention and be called your brother.

Perhaps the areas divided by the Magician Association are not necessarily divided according to the national borders of each country. It is not uncommon for multiple regions to divide a country. UU Reading www.uukanshu.com

Anyway, both sides are in charge of their own business and do not interfere with each other. This kind of problem of "me in you and you in me" doesn't matter at all.

This is not to mention that countries are attacking each other, and national borders are moving back today and moving forward tomorrow. But the size of an empire is mostly equivalent to the area of ​​two to three district chapters.

Under such a reversal of strength, the magicians' association in the empire really only has the purpose of inheriting magic, and has no confidence to challenge an empire. Just say that the army has been mobilized, and it is easy to attack the city and pull out the tower. Who dares to speak harshly?

Moreover, when it comes to attacking the Magician Association, the actions of the nobles are quite consistent, and no one will be bribed. This is like two irreconcilable opposing camps. It is impossible to give up the interests of the camp unless an individual gives up the position of the camp to which he belongs.

However, the five empires also had slightly different attitudes towards the matter. As the most domineering Suritan Empire, the Magician Association within its territory is as transparent as it can be. It barely maintains its final dignity by relying on the magic tower of the branch headquarters.

The establishment of the Twin Towers of the Gate first eliminated the 500,000-strong army of the Suli Tang Empire, and then destroyed more than 50 god-level demons on the side of the abyss.

This magic tower that can challenge the gods is not under the jurisdiction of the Mages Association. Who can accept this!

The question is, so what if you don’t accept it…

One tower owner is a peerless fierce man who can stand up to the guardian lord alone without dying, and the other tower owner is the devil king from thousands of years ago; one magic tower has a record of killing gods like dogs, and the other magic tower can kill an army in an instant. Turn into ashes.

In this mysterious place where the power of a person is enough to surpass the worldly power, the Nalen District Branch of the Magicians Association did something very surprising, but so natural. If you can't convince the other party, then join.

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