Cherreads

000.3 - The Grand Adventurer Consortium (Guild system)

The Grand Adventurer Consortium

Founded during The Red Century's Dawn, the Guild began as scattered monster-hunting bands. Over time, it unified into a continental authority operating across all major regions.

It is technically independent.

In reality? It is too important to control — and too dangerous to ignore.

Guild Structure Overview

The Guild has three layers:

Civil Branch (logistics, research, contracts)

Field Branch (active adventurers)

Black Branch (classified operations)

Field Rank System

Ranks are based on:

Combat capability

Rift exposure tolerance

Mission success rate

Psychological stability

Corruption resistance

Ranks are recognized continent-wide.

Rank F —

New recruits.

Basic training completed

Allowed only within Aegis-safe zones

Assigned to patrol or escort duties

Most are teenagers trained since childhood.

Mortality rate: low (they're protected carefully)

Rank E —

Cleared to enter low-risk wildlands

Hunts minor Rift creatures

May close micro-tears under supervision

First real taste of danger.

This is where many quit.

Rank D —

Independent small squad operations

Handles unstable wildlife zones

Can escort trade caravans through contested routes

At this level, adventurers start gaining reputations.

Some develop minor Rift mutations.

Rank C —

Authorized to approach corrupted regions

Can assist in sealing small Rifts

Often command lower-ranked teams

This is the "professional" tier.

Most guild lifers plateau here.

Rank B —

Trusted with Aegis Spire defense missions

Engage high-tier Rift entities

Cleared for classified intelligence briefings

They are few.

Respected.

Feared.

Rank A —

Survived direct contact with intelligent Rift entities

Operate in Ashen Hollow–level instability zones

Assigned continent-level missions

At this rank, adventurers are legends.

Most carry visible signs of corruption or mutation.

Rank S —

Extremely rare.

Individuals who can safely channel Rift energy.

Sent to investigate major anomalies.

Often deployed alone.

Some say they are more Rift than mortal.

There are fewer than ten alive.

The Crucible System

Guild battles are called Crucibles.

They take place in controlled arenas built near major cities — especially Nolvaris.

These arenas are reinforced with:

Anti-Rift barriers

Aether dampening fields

Sigil-locks to prevent large-scale corruption outbreaks

Some Crucibles are public spectacles.

Others are closed-door elite affairs.

Guild battles follow one sacred rule:

5 vs 5.

When all opponents are defeated, the winning team is transported to the enemy's Anchor Crystal.

Destroy it.

Victory is sealed.

Anchor Crystals

Each team enters battle linked to a Soulbound Anchor Crystal.

The crystal:

Stores the team's Aether signature.

Acts as a resurrection tether.

Stabilizes the Crucible dimension.

It exists in a parallel sub-layer of reality.

When a team is wiped in the arena, the barrier drops — and the victors are transported to that team's crystal chamber.

Destroying it ends the match permanently.

The Crucible Plane

Guild battles don't happen in normal space.

They occur inside a contained Rift pocket dimension engineered by the Guild.

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