Cherreads

Chapter 27 - The Rise of the Guilds and Academics in Otherworlders Continent. And The Gathering Storm!

The Birth of the Guilds;

With the chosen members finalized, Angels takes all selected 100 Production-Class Elders and 500 powerhouses to Otherworlders continent for settlement.

As natives of Samsara see, Otherworlders Continent's lands are mesmerized by buildings and structures.

Because all buildings and structures come from Blue planet, their construction style is entirely different from Samsara world's building constructions. Otherworlders Continent construction is entirely another level. Their technology is far beyond Samsara world's technology. But building construction quality is not good because they are built with ordinary materials.

Then

Next task is creation of new Guilds for the Otherworlders' Continent that are officially going to be established. These guilds would become the pillars of civilization, ensuring order, fostering progress, and consolidating power within the continent. Each would oversee a crucial aspect of society, guiding the Otherworlders toward stability and dominance in this unfamiliar realm.

The creation of these institutions was monumental, a turning point that would shape the destiny of all who walked this land. Their survival, their growth, and their future... all depended on the foundations laid here today.

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1) Adventurer's Guild

Purpose: The Adventurer's Guild would regulate adventurers, assign quests, rank individuals based on achievements, and serve as a hub for monster subjugation, treasure hunting, and exploration.

Divisions:

Explorers – Specialists in dungeon diving and uncovering lost ruins.

Monster Hunters – Slayers of dangerous creatures for rewards.

Bounty Hunters – Trackers of criminals and rogue entities.

Expedition Teams – Undertaking large-scale missions into uncharted lands.

Ranking System:

F-Rank – Novices; limited to low-risk quests like herb gathering and minor beast hunting.

E-Rank – Capable of hunting small monsters and escorting caravans.

D-Rank – Skilled combatants capable of solo monster subjugation.

C-Rank – Elites forming small squads for high-risk dungeons.

B-Rank – Experts who lead expeditions and hunt powerful beasts.

A-Rank – Revered as heroes, tackling world-changing missions.

S-Rank – Legends among men, capable of battling calamity-class monsters alone.

Facilities:

Reception Hall – Where adventurers register and submit quests.

Mission Hall – A towering board filled with bounties and quests.

Combat Training Area – Where warriors hone their abilities.

Party Formation Hall – A strategic hub for assembling balanced teams.

Treasure Appraisal Room – Specialists who unravel the mysteries of artifacts.

In future this The halls of the Adventurer's Guild buzzed with life battle-hardened warriors, cunning assassins, and spell-wielding mages eager to carve their names into history.

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2) Mercenary Guild

Purpose: A guild of professional warriors, dedicated to combat-focused missions such as war contracts, assassinations, and large-scale conflicts.

Divisions:

Bounty Hunters – Eliminators of high-value targets.

War Mercenaries – Fighters hired for military conflicts.

Duelists – Gladiators and champions in combat tournaments.

Guardians – Elite bodyguards protecting VIPs and rulers.

Ranking System:

F-Rank – Rookies, restricted to minor escort missions.

E-Rank – Capable of minor combat contracts.

D-Rank – Battle-tested, permitted on active battlefields.

C-Rank – Skilled warriors leading elite combat squads.

B-Rank – Hired by nobles and military factions.

A-Rank – Commanders of armies, capable of engaging in large-scale wars.

S-Rank – Walking disasters; kingdom-level threats.

Facilities:

Reception Hall – Registration and contract assignments.

War Room – Where generals and mercenary captains plan conquests.

Dueling Grounds – The arena where champions rise or fall.

Weapon & Armor Smithy – Forging and upgrading legendary battle gear.

The Mercenary Guild was a gathering place for warriors who thrived in bloodshed, those who sought power, honor, and coin, even at the cost of their own souls.

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3) Alchemy Guild

Purpose: A society devoted to the art of potion-making, elixir refinement, and alchemical research. The Alchemy Guild ensured the world was supplied with medicines, enhancements, and arcane brews.

Ranking System:

Apprentice Alchemist → Basic potion-making.

Adept Alchemist → Capable of refining potions with special effects.

Expert Alchemist → Skilled in crafting high-grade elixirs.

Grandmaster Alchemist → Creators of legendary-tier brews.

Saint Alchemist → Their potions were said to revive the dead and grant divine power.

In future the Alchemy Guild became a sanctuary for High Elves, scholars, and mystical potion-makers in Otherworlders Continent, pushing the boundaries of medicine and magic alike.

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4) Blacksmith Guild

Purpose: Masters of the forge, responsible for crafting weapons, armor, enchanted gear, and runic artifacts.

Ranking System:

Apprentice Blacksmith → Basic craftsmanship.

Journeyman Blacksmith → Capable of forging standard-grade weapons.

Master Blacksmith → Creates high-tier enchanted equipment.

Grandmaster Blacksmith → Forges legendary and artifact-tier armaments.

Divine Smith → Their creations were wielded by heroes and gods.

The Blacksmith Guild, led by legendary Dwarves, became synonymous with unmatched craftsmanship and durability.

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5) Merchant Guild

Purpose: The backbone of commerce, managing trade routes, auctions, and economic stability across the continent.

Ranking System:

Trader → A beginner in commerce.

Merchant → Runs shops and small businesses.

Elite Merchant → Oversees large-scale trade routes.

Grandmaster Merchant → Controls city-wide economies.

Tycoon → A figure whose influence could destabilize nations.

Facilities:

Grand Auction House – A high-stakes marketplace for rare treasures.

Trade Market – The economic heart of the continent.

With the establishment of the Merchant Guild, the Otherworlders continent's economy was now in the hands of the most cunning and ambitious traders.

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Establishment of Production-Class Academies:

With the guilds in place, the next step was to create Production-Class Academies to train the next generation of craftsmen, alchemists, merchants, and other specialists in Otherworlders Continent. To ensure quality education and structured training, 100 Production-Class Masters were selected to oversee management and instruction. These academies would act as centers of innovation, refining skills and advancing technology in the Otherworld.

Each academy was strategically placed under the jurisdiction of its respective guild, ensuring territorial governance and specialization while preventing conflicts between different crafts.

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1) Alchemy Academy

Governed by: The Alchemy Guild

Purpose: To train future potion makers, elixir refiners, and magical chemists.

Curriculum:

Basic Alchemy: Herbology, potion brewing, and fundamental transmutations.

Advanced Elixirs: Healing, mana recovery, and elemental resistance potions.

Arcane Alchemy: Infusion of magic into potions, poison refinement, and mutagenic experiments.

Legendary Crafting: Creation of elixirs that enhance abilities or grant supernatural effects.

In future The Alchemy Academy became a prestigious institution, attracting scholars, high elves, and researchers seeking to push the boundaries of potion-making in Otherworlders Continent.

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2) Blacksmith Academy

Governed by: The Blacksmith Guild

Purpose: To train future weaponsmiths, armorers, and runic enchanters.

Curriculum:

Basic Smithing: Crafting standard weapons and armor.

Enchantment Studies: Infusing magical properties into weapons.

Advanced Metallurgy: Working with rare materials like mithril, adamantium, and orichalcum.

Runic Forging: Carving ancient runes into weapons, creating legendary-grade equipment.

Led by legendary dwarven blacksmiths, this academy became the birthplace of elite craftsmen, producing weapons wielded by heroes and warriors in Otherworlders Continent in future.

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3) Merchant Academy

Governed by: The Merchant Guild

Purpose: To train traders, auctioneers, and financial strategists.

Curriculum:

Basic Trade: Market principles, supply and demand, and small-scale commerce.

Advanced Negotiation: Diplomatic trade, bargaining, and economic warfare.

Merchant Strategies: Large-scale trade routes, investment management, and monopoly tactics.

Auction Mastery: Handling rare items, bidding strategies, and artifact trading.

Under the guidance of elite merchants and tycoons, students learned how to control economies, build financial empires, and manipulate markets on a grand scale.

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4) Enchanter Academy

Governed by: The Blacksmith and Alchemy Guilds (Joint Oversight)

Purpose: To train those who specialize in enchanting weapons, armor, and accessories.

Curriculum:

Fundamental Enchantments: Basic spell inscriptions and low-tier enhancements.

Elemental Infusion: Embedding fire, ice, lightning, and other elemental powers into objects.

Artifact Creation: Crafting weapons of legend with unique effects.

Soul Enchantment: Infusing lifeforce or intelligence into weapons, creating living artifacts.

This academy became a hub of magical engineering, where mages and blacksmiths collaborated to create world-changing artifacts.

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5) Rune Academy

Governed by: The Blacksmith Guild & Magic Academies (Collaborative Management)

Purpose: To study the ancient language of Runes, an art lost to time.

Curriculum:

Basic Rune Engraving: Carving simple runes onto objects.

Combat Runes: Enhancing armor, weapons, and tools for battle.

Magical Constructs: Creating rune-based barriers, traps, and defenses.

Divine Runes: Understanding and harnessing the power of gods through ancient inscriptions.

This academy became the center of arcane knowledge, rediscovering the secrets of ancient civilizations and their forgotten technologies.

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6) Engineering Academy

Governed by: The Merchant and Blacksmith Guilds

Purpose: To innovate and develop mechanical advancements in warfare, construction, and crafting.

Curriculum:

Basic Machinery: Gears, pulleys, and simple mechanical inventions.

Magitech Integration: Combining mana with engineering to create magical devices.

Siege Crafting: Designing and constructing war machines.

City Planning & Infrastructure: Advanced construction techniques for fortresses, roads, and cities.

This academy was instrumental in technological progression, creating mana-powered vehicles, war golems, and automated crafting machines in Otherworlders Continent.

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The Birth of a New Age for Otherworlders;

With these academies established, the Otherworld was no longer just a battlefield it became a place of progress, innovation, and discovery. Adventurers wielded legendary weapons, mages brewed potions of immortality, and merchants controlled entire economies.

This marked the dawn of a new era, where the fate of Otherworlders was no longer decided by brute strength alone, but by the knowledge and craftsmanship of the greatest minds.

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The Gathering Storm;

As the final preparations neared completion, Archangel Raziel stood upon the highest platform, his radiant wings casting a divine glow over the newly established Guilds and Production-Class Academies below. His golden eyes swept across newly formed teams show symbols of hope, ambition, and power.

Yet, he knew all too well... this was only the beginning.

Beyond the skies, unseen forces watched with silent intrigue.

In the Demonic Realm, the Demon Lords stirred from their slumber, their curiosity piqued. Wreathed in dark flames and bound by ancient sins, they whispered among themselves.

From unknown lands, the Elder Dragons, beings of unfathomable wisdom and strength, murmured in their forgotten tongue foreseeing the tides of fate shifting once more.

Deep within the Devil BloodRealm, the Devil Kings smirked in amusement. Eyes gleaming with malice, wings folded in patience, they observed, waiting for the perfect moment to strike.

The Angel had taken their first step into this vast, unpredictable world for Otherworlders with help of God's decree.

Now… Otherworlders had to prove themselves worthy.

A storm was coming.

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Unseen Forces at Work;

Not everyone welcomed the rise of the Otherworlders' Continent. In the deepest shadows, where light could not reach, secret factions lurked watching, waiting.

The formation of guilds and academies marked the dawn of a new era for Otherworlders… but it would not go unchallenged.

The balance of power was shifting.

Old enemies stirred. Ancient conspiracies awakened. Hidden puppeteers moved their pieces across the board.

And soon... the world would be engulfed in chaos after 10 years of time when the Otherworlders Continent barrier was removed.

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To Be Continued…!

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