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Chapter 6 by aassssssasssssssssss aassssssasssssssssss

What's next?

Guild visit

Going to the guild, there was a bit of an uproar as migration hunters (adventurers following specific monster species as they leave zones they already inhabit/infest) had arrived to counter a massive goblin migration. Under the nose of the guild, goblins from a goblin-thriving region, Barbatose, (where special tribes and groups are permitted since that's where they are allowed to live) had connected with goblins in a faraway land, Bloodville, where monsters had replaced any wildlife or plants. These goblins had spent centuries digging a sufficient tunnel to connect to their ancient homeland, resisting their urges to raid and pillage peaceful communities, devoid of monsters. Once at their ancestral home, a land dominated by monsters, the goblins shuttled out monsters capable of being used for underground habitats or farming, enabling the goblins to swell in numbers. Drastically. Their numbers had swelled so much that the legendary female goblins from legend and erotic tales began appearing, even taking over some surface nests, replacing the wild goblins with sophisticated and evolved female goblins.

Now, on its own, this wasn't the worst problem, although it posed an existential threat to humanity and the other races, such as dwarves, elves, beastmen, and even resource-specific races, living in places like the ocean or magma fields.

What made the goblins a threat was that their underground nests were theorised to be collectively larger than some empires, with numbers in the tens of millions, or possibly even hundreds of millions. As such, the Adventurer Guild hired/relocated a lot of adventurers, decreased Adventurer Guild memberships for related adventurers, and lessened taxes on big monster raids, which became a regular thing when dealing with goblins of this area. This wasn't a major problem for the goblins, as they were replenishing their numbers rapidly and using these adventurers as catalysts, which ultimately led to the adventurers resolving the goblin overpopulation crisis that had destabilised their kingdoms. As well as giving them stronger goblin elites for their goblin courts.

However, with so many adventurers, there were inevitably going to be gaps, errors in protocol or planning, lapses in judgment. That's where the real problem came: with so many goblins being pushed into the meat grinder, there were bound to be runaways from the lower ranks, which was what dedicated groups inside the guild were being commissioned to stop, helping the standard guild patrols and offering reinforcements. Unfortunately for the guild, these runaways had been organised beforehand and consisted of a large number of female goblins, giving these runaway goblins structure, at least enough for them to get out of the danger zone before splitting into disorganised mobs.

Thus, that's why there were migration hunters hunting tens of thousands of goblins in Sam's little region, Aurelian. An endless tide of goblins had arrived, and the guild had dispatched a large **** to clean them up, making Sam's walk through this small guild office that much harder. Word had already gotten around to the original guild members, but at least with them, they had known Sam long enough to feel sympathy in this trying time. As for the migration hunters, they had no patience or tolerance for such failures in their ranks, and although they felt bad for Sam, they had the usual reaction of guild members when seeing Sam's failing and pathetic visage. All of them had put in tremendous work to pass tests and survive until now, while Sam got in through connections, taking on weak quests meant for beginners.

The rage and disgust led many to try to intimidate or curse him out, with a fight almost starting, requiring others to step in. Still, Sam got through the crowd, going to the reception desk after having a look at some missions and bounties. Many stopped to see what quest he was undertaking, watching as he took on a special hunting zone, one with varying goblin nests surrounding a female goblin nest, slowly cutting off the women's supplies. The female goblins, with an indeterminable nest size, were seen as the most dangerous, but since they couldn't break out, the guild decided to leave them for now while handling bigger threats that actually threatened cities or towns.

[I just wanna say that I'm proud of myself, because this guild setup seems far more applicable and realistic, and, to me, seems far more preferable than a world made for adventurers with no real control of accountability over their lands, choosing to wall off their cities since that was apparently easier, both story-wise and strategy-wise.]

This mission was a **** wish (and possibly detrimental to other operations), making the receptionist try to stop him in hopes of stopping Sam from essentially committing suicide.

But everyone could see it in his eyes, especially the receptionist. Sam had given up on playing it safe, and he sought a **** that wasn't plain suicide. The receptionist knew that if she didn't grant this request, Sam would go anyway, and if they stopped him from going on such quests, then he'd probably kill himself, maybe bringing others with him. As such, the receptionist had **** but to grant Sam's request for this mission to be approved, already preparing data that the goblins would either feast on his flesh for a bit or be riled into attacking others.

What's next?

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