After Hans finished explaining the rules related to Adventure Island, half an hour had passed.
Louis roughly understood the current state of Adventure Island.
In simple terms, Adventure Island is equivalent to the current headquarters of the Adventurer Guild.
If we simply consider the nations and churches as the mainstream forces on the current Star Continent, then Adventure Island is the institution established by the Adventurer Guild to match the top-tier powers.
Just like how ordinary brand workshops think of promoting a higher-end product after common clothing shops become very popular.
The Adventurer Guild has a large number of personnel, but their quality is uneven.
The weak ones may start accepting tasks at just LV1-2.
And the backbone adventurers are only LV11-12.
For ordinary civilians, this level is quite powerful, but for the Adventurer Guild aiming to compete with all the continent's forces, it's still far from enough.
Especially in a major country like Ense.
The mainstream strong figures domestically are virtually all in the military, political, and business fields, and rarely align with the Adventurer Guild.
This creates a rather awkward situation.
The lack of high-end combat power and inability to unite inevitably leads to the Adventurer Guild falling behind in clashes with major forces.
Thus, thousands of years ago, the Adventurer Guild seeking breakthroughs started a historic plan.
The foundation of the plan is Adventure Island, which Louis now sees.
Adventure Island is a semi-plane that has been massively adjusted.
Such semi-planes on Star Continent aren't numerous and are mostly controlled by major forces.
But now, like Adventure Island, which freely navigates the sky, it's basically the only one.
The true role of Adventure Island is to serve as the Adventurer Guild's "war fortress."
Ultimately, adventurers are essentially mercenaries, just dealing with relatively complex affairs and more diverse types.
The greatest function of the Titled Strongman's token is to draw its consciousness into Adventure Island and form a coordinate.
When necessary, after Adventure Island enters war mode, it will directly activate the Reverse Summoning Array.
This Reverse Summoning Array, with the Titled Strongman's permission, can directly summon a large number of Titled Strongman to this war fortress.
In this way, having a base that can fight and run, the Adventurer Guild gains the ability to enter the battlefield directly.
The gathered titled adventurers, despite being decentralized, due to their loose structure, can handle many matters inconvenient for major nations to address directly.
Yes, if regular adventurers execute tasks at the town and surrounding areas level, then Adventure Island is executing tasks at the national level.
And the Adventurer Guild is essentially the headquarters gathering many individuals unwilling to fall under major forces.
In the context of an Immortal genre worldview, this is the Independent Immortal City.
The rewards from national-level tasks collected from various sides far exceed what individuals can obtain.
Thus, throughout thousands of years, serving as a war platform, the Adventurer Guild has accumulated a decent foundation.
The "resource exchange" only accessible to Titled adventurers is essentially the option for maximizing benefits for these adventurers.
Furthermore, considering the privacy of exchanging materials at the Adventurer Guild headquarters, it's enough to stir many secretive figures.
So much so that many more open-minded countries never mind their people having a second identity in the Adventurer Guild.
The benefits in one's mouth are the true benefits.
Louis thought carefully about this model and realized the essence of the Adventurer Guild's composition.
This damn thing combines "arms dealer," "e-commerce platform," "bitcoin exchange," "intelligence agency," and "courier business" into one; it's hard not to make money.
This is likely why countries uniformly throw their people into the Adventurer Guild.
If you let this institution grow wild, within a few hundred years, they'd dare to emerge proclaiming:
"I'm busier than the emperor, yet without the emperor's power!"
No major force would allow such an organization to exist.
Thus, the fate of this organization is to be occupied at high positions by countries worldwide, divided into countless factions.
Therefore, although the Adventurer Guild has grown, it ultimately just becomes a place where nations' conflicts are dropped for ongoing resolution.
Essentially, it's a microcosm of the Star Continent.
This is also why the Adventurer Guild survives in the cracks.
Even regional adventurers might prioritize their territory and nation above the Adventurer Guild.
Amonst adventurers, no one would shout "For the glory of the Adventurer Guild."
This essentially dissects the possibility of this organization independently forming, even from a cultural framework.
After understanding this, Hans looked at Louis and said:
"Caesar, come, let me take you to the task hall."
"Though you can directly access the task bar in any corner of Adventure Island, most adventurers prefer to filter tasks in the task hall."
Louis nodded.
Soon, with Hans leading the way, he arrived at the task hall in the center of the island.
To be honest, the task hall on Adventure Island appeared unexpectedly "high-tech."
It seemed to have some kind of magic stabilized, allowing consciousness to drift freely following one's thoughts throughout the task hall.
The two-story giant screens continuously refreshed with tasks from around the world.
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