Wizard: Unlimited Profession Slots Chapter 1378 - 543: Three Major Guilds
Previously on Wizard: Unlimited Profession Slots...
Ron gazed at the group of precarious mixed-blood refugees in the sandbox, with the advisors’ suggestions echoing in his mind.
Carlos’s theory on "ecological niches" was enlightening.
Instead of going against the tide and forcibly molding these naturally unruly groups into an orderly Kingdom,
it would be better to follow their nature and find their own footing within the chaos.
He took a deep breath and made a decision that even surprised Hephis.
"Since consensus cannot be reached, let’s embrace the differences."
Ron gently stroked the surface of the sandbox, conveying a brand new concept to those bickering mixed-blood refugees:
"Three factions, three specialties, three different paths.
The purpose of unity should never be to eliminate differences, but to allow differences to showcase their own value."
The mixed-blood refugees in the sandbox ceased their infighting and started reassessing each other.
The warriors of the strong faction realized they needed the mages of the elegant faction for weapon enchantment;
The scholars of the elegant faction discovered their research required practical merchants to obtain materials;
The craftsmen of the practical faction understood their products needed the protection of the strong faction for safe transport.
The three factions began closer cooperation, retaining their independence yet remaining closely connected.
Meanwhile, the Sage civilization of Hephis entered an unprecedented period of prosperity.
Jade Towers rose like bamboo shoots after the rain.
Mages donned immaculate white robes, conducting meticulous research in laboratories.
However, this pursuit of perfection led to an unexpected byproduct.
"Purification Codex, Article Seventy-Three:
All failed products, semi-finished goods, and materials with uncertain variables produced during experiments must be regarded as pollution to the pure environment and thoroughly eliminated."
The archmage in a silver robe coldly read the newly issued decree:
"These ’magical waste’ will be collected and disposed of in the gray canyon outside the city.
Any private retention of such items will be seen as a betrayal of academic purity."
Thus, every nightfall, transport teams would stream out from the Sage city-state, dragging carts filled with "failed products" to the forgotten barren lands.
Scrapped golem cores, alchemical potions with incorrect ratios, broken rune weapons, out-of-control enchanting materials...
These "wastes" deemed worthless by the Sages piled up like mountains in the gray canyon, forming a bizarrely glowing ocean of refuse.
Ron keenly sensed the opportunity.
"My friends, see those shimmering ’wastes’?"
He conveyed a bold idea to the mixed-blood refugees in the sandbox:
"What’s hidden there might not be garbage at all; instead, it could be a forgotten treasure trove."
Hephis mocked with disdain:
"Picking up the trash I don’t want? Ha, that’s quite a plan."
Ron, however, paid no heed, focusing solely on the development in the sandbox.
The orc bloodline bestowed a robust physique, while the human bloodline brought clever creativity, making the craftsmen of the strong faction the first "waste recycling experts."
They formed the "Scavenger Guild," venturing deep into the gray canyon to seek usable materials from the "failed products" discarded by the Sages.
An energy core from a golem not entirely depleted, through their reverse disassembly and reassembly, became a steam-powered backpack emitting strange mechanical sounds.
A supposedly "misratioed" alchemical potion, through their bold experiments, was found to temporarily grant regular metal the malleability of mythril.
A broken rune sword, though no longer elegantly wieldable, turned into a two-handed operated rune cannon with occasional "jams" but incredible power in their hands.
"Our equipment never came with a manual."
The leader of the Scavenger Guild—a scar-faced blacksmith—proudly said: "Every use is a brand new adventure!"
The innate keen perception from the elf bloodline also led the elegant faction to discover a unique path.
They found out that in the pursuit of "pure knowledge," the Sages discarded much information deemed "inaccurate" or "lacking practical value."
An "anomalous" phenomenon of an experiment, an "unverifiable" ancient legend, a record of "unscientific" behavior of a magical beast...
These "intangible waste" seen as dross by the upper civilizations, in the eyes of the mixed-bloods, contained immense value.
The "Whispers Guild" was thus born.
They produced no tangible products but specialized in collecting, organizing, and trading such overlooked "edge knowledge."
A vague legend about ancient ruins might guide an adventurer to a hidden treasure;
A record of "unscientific" behavior of a magical beast might be the taming clue desired by a beastmaster;
Even an alchemist’s "ramblings" might contain a yet undiscovered recipe improvement idea.
"Truth often lies in details, wisdom often hides in nonsense."
The intelligence dealers of the Whispers Guild liked to say:
"We never trade in knowledge itself but in the possibility of discovering knowledge."
The boldest were those practical members inheriting the human bloodline’s "adventure spirit."
They noticed the Sages, in their pursuit of "safe research," explicitly prohibited any experiments involving contact with "dangerous magical beasts."