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The Guild. It was the very governing body that oversaw both adventurers and mercenaries. To the uninformed, it might seem like a glorified odd-jobs agency—but in truth, it was a vortex of power that no nation dared to touch.
A swordsman who had won a thousand duels, an explorer who traversed the Pitch-Black Forest alone, a spearman who slew the tyrant Kraken of the Southern Sea—countless powerful figures like they were affiliated with the Guild.
Of course, the Guild couldn’t command them at will, but it still wielded influence and forged ties with them. That alone made it dangerous to provoke.
Connections were an intangible force, but those with even a hint of worldly experience knew how terrifyingly real that force could be. And the Guild was, in many ways, the very embodiment of that force.
An emperor once said, “They are like clouds, spread across the entire continent, and when gathered, they can blanket the whole sky.”
The Guild was no forest—so you couldn’t burn its roots. It was no castle—so an army couldn’t bring it down. Even borders meant nothing to it. What method could possibly subjugate such an entity?
Even the Emperor of the Clyde Continent, who once tried to bring the Guild to heel, failed after several botched attempts and gave up. So, then, how were such connections formed...



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