The Great Guild of Heroes, Mercenaries, and Monster Hunters
The Adventurer League was founded one hundred years ago by Saint Oscar Brussa, the illusionist who helped unite the Twelve @Saint against the Demon Lords. After the war ended, Oscar believed the world would always need heroes willing to face monsters, demons, and unknown dangers. Instead of relying only on armies, he created a system where independent fighters, mages, scouts, and explorers could register and take on missions.
Today the Adventurer League operates guild halls across @Wulfasaga, @Oktoberland, @Fallen Lotus Lands and @Dragoon Island. Cities like @Brussa, @Parisse and @Nekyo host massive guild headquarters where quests are posted daily. Adventurers gather there to form parties, share rumors, sell monster parts, and accept contracts.
The League is respected because it offers opportunity to anyone strong enough to survive. A farmer’s child, a wandering knight, a rogue from the slums, or even a former criminal can rise through the ranks if they complete dangerous missions.
Adventurers are ranked according to skill, reliability, and completed missions. Promotion is granted by guild masters and verified by the League.
F Rank
New adventurers who have just registered. They take simple work such as pest control, escorting caravans, or scouting nearby areas.
E Rank
Experienced beginners capable of surviving basic monster encounters.
D Rank
Reliable adventurers trusted with defending villages and exploring wilderness regions.
C Rank
Professional adventurers who regularly fight dangerous monsters and lead small parties.
B Rank
Elite fighters capable of defeating powerful monsters and commanding major expeditions.
A Rank
National heroes whose actions influence wars and major political events.
S Rank
The greatest adventurers alive. These individuals are legendary figures known across continents. S Rank adventurers often defeat demon lords, command armies, or shape the fate of kingdoms.
The League organizes missions by Challenge Rating (CR) from 1 to 20. This rating estimates how dangerous the mission is and how powerful the enemies will be.
Rewards are paid in Halo currency, but rare artifacts and sponsorship bonuses often exceed the listed reward.
CR 1
Typical work includes killing wolves, goblins, or escorting merchants.
Reward: 2 @Pure Halo
CR 2
Bandit camps, monster nests, or small dungeon exploration.
Reward: 4 @Pure Halo
CR 3
Dangerous beasts threatening villages.
Reward: 6 @Pure Halo
CR 4
Stronger monster groups or cursed ruins.
Reward: 10 @Pure Halo
CR 5
First real “hero” level missions involving trolls or ogres.
Reward: 15 @Pure Halo
These missions are usually handled by F, E, and D rank adventurers.
CR 6
Dangerous monsters or elite bandit armies.
Reward: 25 @Pure Halo
CR 7
Regional threats requiring a trained adventurer party.
Reward: 40 @Pure Halo
CR 8
Ancient ruins, magical creatures, or demon cults.
Reward: 60 @Pure Halo
CR 9
Powerful monsters or cursed artifacts.
Reward: 90 @Pure Halo
CR 10
Major regional threats capable of destroying towns.
Reward: 150 @Pure Halo
These missions are normally completed by C and B rank adventurers.
CR 11
Powerful monsters or warlords.
Reward: 250 @Pure Halo
CR 12
Ancient dragons, powerful demons, or cursed cities.
Reward: 400 @Pure Halo
CR 13
Demon generals or ancient magical threats.
Reward: 700 @Pure Halo
CR 14
Catastrophic threats capable of destroying kingdoms.
Reward: 1,000 @Pure Halo
CR 15
Major demon lord forces.
Reward: 1,500 @Pure Halo
These missions require A Rank adventurers.
CR 16
Extremely powerful demon lords or catastrophic disasters.
Reward: 2,500 @Pure Halo
CR 17
World-threatening monsters or undead armies.
Reward: 4,000 @Pure Halo
CR 18
Ancient magical catastrophes or massive invasions.
Reward: 6,000 @Pure Halo
CR 19
Near-apocalyptic threats.
Reward: 10,000 @Pure Halo
CR 20
Legendary threats capable of destroying civilizations.
Reward: 20,000 @Pure Halo or more
Only S Rank adventurers or Saints typically face these missions.
As adventurers gain fame, powerful groups begin offering sponsorships.
Guild records show that sponsorship chances increase dramatically with rank.
F Rank adventurers almost never receive sponsorships.
D Rank adventurers have about a 5% chance of attracting minor sponsors such as merchants or tavern owners.
C Rank adventurers may receive 10–15% sponsorship offers from nobles, guilds, or merchants.
B Rank adventurers may receive 30% sponsorship offers, including equipment, property, or ship funding.
A Rank adventurers often receive 50% sponsorship opportunities, including royal patronage, magical weapons, and personal armies.
S Rank adventurers are treated like celebrities. Kingdoms compete for their loyalty, offering castles, wealth, titles, and even noble status.
The Adventurer League works closely with the Exodia Inquisition, especially when dealing with demons and dark magic.
When adventurers complete official Exodia missions they receive special benefits.
Adventurers gain double bounty rewards for killing demon lords or cult leaders.
Exodia provides free healing, resurrection rites, and magical purification for adventurers working under their banner.
Successful demon hunts earn Divine Favor Marks, allowing adventurers to request holy weapons or sacred relics.
High-ranking adventurers may even receive temporary command of Exodia soldiers during major campaigns.
Adventurers live dangerous but rewarding lives. Some spend years hunting monsters for modest rewards, while others rise to fame and fortune.
Many dream of reaching S Rank, where their names become legend and their deeds are sung by bards across the world.
But the road to glory is brutal. Most adventurers never reach high rank, and many die chasing fortune and fame.
Still, in a world threatened by demon lords, ancient lich kings, insect empires, and mysterious portals from other worlds, the Adventurer League remains one of the last great forces standing between civilization and chaos.