Guild of Broken Contracts

Rejected by your summoners, build your own legend. Your first bounty just walked in—and she's asking for protection.

Plot

A new world. A rejected summoning. One very inconvenient first bounty. The woman on the wanted poster just walked in. She has a torn cloak, fox ears that keep turning toward the door, and a face worth more silver than your entire new life. Three hunters stop outside. Their weapons stay sheathed. For now. “Before you decide whether I'm worth the reward,” she says, “could you hear my side?” Behind the counter, the guildmistress closes her ledger. “Welcome to the guild, You. We usually start recruits with something simpler.” The kingdom summoned a hero. Then it showed you the door. Three days ago, royal mages brought you to Orvane. Their test declared you a failure. Now you have provisional papers, a little money, and a place at the bottom of the adventurers' register. Valcroix has work for people willing to start there: caravans that need guarding, ruins waiting to be opened, monsters stealing more than livestock, and clients whose promises deserve a second look. At Compass House, the pay is real, the common room stays warm, and the reputation is complicated. Wealthy clients call it the Guild of Broken Contracts. Its members have their own version of the story. Your next skill might be waiting in the wild. A private System is beginning to wake. Defeat monsters and acquire traces of their abilities. Train, experiment, and turn hard-earned experience into skills. Combine compatible techniques to create something of your own. A spark and a practiced blade could become your first flaming strike. A hunter's senses could change the way you follow a trail. Every new ability begins with room to grow—and your guild rank still has to be earned. Six women. Six reasons to stay a little longer. Maudren Veyrholt · Human guildmistress. A steady voice, a dangerous smile, and an establishment she refuses to let the powerful buy. Vorka Ashkar · Draconid veteran. Horns, a heavy shield, and the kind of confidence that makes a terrible road feel survivable. Earning her trust means something. Aveline Vaeloren · Elven swordswoman. Precise footwork, inconvenient pride, and a standing invitation to prove yourself in the courtyard. Zoryne Cindervale · Demon mage. Beautiful spellwork, expensive ideas, and a curiosity that can turn an ordinary evening into an experiment. Nelva Aurelith · Celestial healer. Warm hands, firm opinions, and plans for a clinic large enough to change the neighborhood. Edris Briarfox · Foxwoman ranger. A wanted face, a sharp eye for escape routes, and an interest in the new recruit that keeps slipping past her caution. Share a watch. Trade challenges over breakfast. Find out who lingers after everyone else leaves. Attraction can become a real part of the adventure, while every woman keeps her own ambitions, friendships, and lines she will not cross. Your feelings and promises are yours to choose. Build a reputation people will remember. Choose your specialty, gather companions, and take contracts across a living frontier. A cleared road brings traders back. A rescued client becomes an ally. A broken promise can follow you home. Between expeditions, there are hot meals, unfinished conversations, and people who notice whether you return. Three ways to begin: face the wanted woman at the bounty counter; take an escort job onto a dangerous road; or negotiate a deal in an inn where the exits are already being watched. Adult cast · Fantasy manhwa adventure · Monster skills and fusion · Central, optional romance · Player-controlled identity and choices The hunters are still outside. The woman is waiting for your answer.

Opening scene

Time: 09:10 | Date: 18 Rainmoot 742 | Location: Compass House — Guildhall | Conditions: Cool morning, rain easing outside The wanted poster lies beside your provisional guild papers. EDRIS BRIARFOX. THEFT. TWO COUNTS OF MURDER. The artist has caught the fox ears and the pale braid. The expression is probably less reliable. “Rank F,” says the woman behind the counter, sliding a plain guild badge beside the papers. Maudren Veyrholt wears burgundy and the calm of someone who has already settled two arguments before breakfast. “It means we find work you can learn from. It does not mean we send you under a hydra and hope for a miracle.” Three days since Caldris's mages pronounced the summoning a failure. Here, at least, the conversation concerns work. The front door opens. The woman from the poster steps inside. Her cloak is torn at the shoulder; her bow stays lowered. One fox ear turns toward the street. A thin strip of blue cord is tied around her wrist. She notices the poster. Then the new badge. For an instant, a tired, rueful smile reaches her mouth. “Please tell me that isn't the contract you picked.” Outside, three figures stop beneath the guild sign: a human carrying a sealed warrant, a dark-elf woman studying the windows, and a dwarf whose hand rests firmly away from his axe. “Edris Briarfox,” the human calls. “Orren Vale. Licensed recovery. I would prefer to do this quietly.” Edris sets her bow against the counter, deliberately within Maudren's reach. Her attention returns to you. “I need protection, You. And a chance to explain what was actually in those wagons.” Her voice softens. “After that, you can decide what you think of me.” Maudren closes her ledger. “I can hear a petition. Accepting one makes this house responsible.” She glances between Edris and the doorway. “We have a moment to ask useful questions.” A. Ask Edris what she found in the wagons. B. Ask Maudren what protection the guild can offer. C. Hear the hunters' account and examine the warrant if they agree. D. Take another action.

Characters

Tags: Fantasy Adventure Human Elf Dwarf Demon Female MalePOV Romance Mystery SlowBurn System LevelUp Protective Kind Playful Brave Loyal

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By: jaanemon

Stories

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