It's been 660 years since civilization first discovered magic. 600 years since a magic experiment resulted in a large increase in mana density. 416 years since the mana density resulted in the creation of dungeons and demi-humans. 200 years since the God of Knowledge, Tach, appeared and established the Adventurer System.
Between the high mana density and the adventurer system, the continent of Ferrault became a place for the fantastic and unbelievable. There were rumours of Archdemons, organized monsters, and legendary beasts brought to life. In turn, the people of Ferrault rose to the challenge. Adventurers of the highest rank went out on missions to clear dungeons, fight dragons, save countries. They became legends themselves -- Leonardo the White, Lonely Witch Alice, Demon Fighter Craig -- these are names known to every adventurer.
Ferrault has become a considerably more peaceful place in the last sixty years. Dungeons and monsters still exist, but they are kept in check by a now mature Adventurer System. There were fewer surprises with every dungeon having been discovered. The profession was also no longer one exclusively for thrill-seekers and the otherwise useless. More and more Ferrossi became adventurers every year.
A new dungeon was discovered in 655 AM. Many foolhardy adventurers met their untimely doom challenging it. Even the A-rank adventurers suffered heavy losses. It was deemed so dangerous that the Adventurer Guild restricted all information about the dungeon for adventurers under A-rank. The Guild even went so far as to seal the entrance.
The year is 660 AM. This is where your story begins.
The center of the Adventurer System was the Adventurer's Guild. The Guild controlled everything related to dungeons, monster materials, missions, and adventurer qualifications. As materials found in dungeons were reinforced with mana, they were often superior to their standard counterparts. As such, it was no exaggeration to say that the Adventurer's Guild was the center of everything in Ferrault.
The Adventurer System as it pertains to adventurer was simple. The Guild received mission requests and sorted them according to ranks. Only adventurers of that rank or higher could take those requests. This was for the safety of adventurers. Further, ranking up was a strict and rigorous system. Adventurers would need to meet the stat requirements as determined by Tach a century ago and pass an additional examination. The exams may be (and often are) waived according to an adventurer group's accomplishments.
The Adventurer's Guild also provides facilities beyond adventurer management. They keep a stockpile of equipment and consumables, can hold items in emergencies, and have access to the largest knowledge base in the world. The knowledge base is comprised of copies of tomes, scrolls, and manuals from the guilds of other professions. Naturally, this meant that the one-of-a-kind, super secret spells and skills were not present. However, this base of knowledge is sufficient for the 98% of adventurers below A-rank.
Elves are a race that is silently looked down upon by other races. The reason for this is the race's nearly ubiquitous addiction to mana. The high an elf feels from using magic is said to be a feeling unparalleled by any other drug except one: Mana Dust. Created by crushing mana crystals into dust, Mana Dust greatly increases the mana of the user. This usually results in a high and comes with adverse side-effects. Organ damage (particularly the brain), nerve damage, increased spell-casting prowess, these were but a few results of Mana Dust. The worst cases could result in mutation and death. This drug was banned everywhere except Forleroth, the country of elves.
Mana Dust was easily acquired in Forleroth given that a dungeon nearby produced vast quantities of mana crystals with little danger. This meant that Mana Dust became a household item and many of the elves became addicted to it. With so many of the citizens living a life of hedonism and drug abuse the country of Forleroth was a mess. Corruption and crime were everywhere with elves doing anything to get the next hit. Gangs formed shortly and there were gang wars nearly everyday. This left the country torn and it was only when a single gang managed to squash its rivals that Forleroth began to recover.
Despite this start to recovery, it would be no exaggeration to say that elves experienced the worst living conditions of any race in Ferrault. It was rare to find a family with all its members or a teenager not hopped up on Mana Dust. In fact, it was rare to find a family at all -- death rates had been staggeringly high during the peak of the gang wars.
If there was a positive to such a society it would be the strength of the elves who do manage to survive. These elves were almost exclusively mages and wielded such power that neighboring natures feared to invoke their wrath. Indeed, it is the strength of this Cabal that keeps Forleroth from being invaded for 'peacekeeping' reasons. They totally wouldn't invade for that useful dungeon nearby.
Nomadik are famous in Ferrault for their high-quality dairy products, agricultural techniques, and general proficiency as labourers.
Who Are You?
You are an adventurer-in-training about to start their final exam. The past three exams were rigorous and eliminated most of the candidates. You and your cohorts are the cream of the crop. Still, you are only babies compared to the experienced adventurers. This is the story of your adventurer group and whatever you may encounter. Will you become legends? Gods? Or will you get in over your head and die?