Spoiler Inside: Goblin Name Cheat Sheet SelectShow
The [Goblin] is to make it easier to CTRL+F
The goblin in that estranged group that was with the protagonist when he defeated an orc. He is currently a noble class, the highest amongst the protagonist's subordinates. He prefers to use the spear.
[Goblin] Gi Gu
The former leader of the village. He was pressured by the protagonist in his goblin noble form, and was added to his subordinates. He uses the long sword, and is relatively smart for a goblin rare. Became a goblin noble in chapter 39.
[Goblin] Gi Gi
Known as a beast warrior, a goblin with the ability to tame beasts.
He evolved while hunting spear deer with the protagonist.
He prefers to use the axe. His goblin class is rare.
[Goblin] Gi Go
A goblin with many wounds on his body. The food of his horde was stolen by the gray wolves, so he made a decision to follow the protagonist. He is the most experienced amongst the goblin rares. His weapon is a curved katana. He acts like a samurai.
Recently became a noble, and received the divine protection of the Sword God, Ra Baruza.
[Goblin] Gi Za
The druid goblin rare that recently joined them.
[Goblin] Gi Ji
A goblin rare. He evolved in chapter 37 after hunting with Gi Ga. He has the <> skill which makes him great for scouting.
[Goblin] Gi Do
Druid. Uses wind magic.
[Goblin] Gi Jii
Goblin Rare. From Gi Gu's Faction. He is known for his <> which allows him to see his opponent's weakness.
[Goblin] Gi Da
Goblin Rare. From Gi Ga's faction. Notable skills are <> and <>.
[Goblin] Gi Zu.
Goblin Rare. The goblin favored by the Mad God (Zu Oru). Has the <> skill.
[Goblin] Gi Zo
Druid. Water magician.
[Goblin] Gi De
Leader of Paradua, one of the four goblin tribes and are known for their use of rider-beasts, which are essentially giant tigers.
Leader of Gaidga, one of the four goblin tribes and are known for their valor and brutish strength.
Receiver of the title, The First Archer. He is the second in command in Ganra, one of the four tribes known for their rare ability amongst goblins to use bows.
The Princess of Ganra. She is the only female goblin rare introduced so far.
From Gordob tribe. He is the father of their priestess.
Spoiler Inside: Other Characters SelectShow
Reshia Fel Zeal (17 years-old)
The priestess known as the saint. As the Healing Goddess' follower, she lives to spread the word and teach righteousness. She has the divine protection of the goddess, and can heal others.
Lili (21 years-old)
She studied the famous sword style, Zweil Style, in the capital. She has sworn fealty to Reshia. And while she may have lost to the protagonist in one hit, she has proven herself strong enough to easily defeat three normal goblins.
Mattis (26 years-old)
The second son of a farmer. He's largely responsible for drying the meat to preserve them.
Chinos (24 years-old)
The third son of a farmer. He plows the fields and is close to Mattis.
Keifel (28 years-old)
An adventurer who took on a request to escort Reshia through the Forest of Darkness. He's strong enough that he could easily wield a steel great sword, but the protagonist still managed to kill him.
Zeon (32 years-old)
A follower of Ativ. He specializes in fire magic. In his battle against the protagonist, he used his fire magic, but still lost. In the end, he tried to blow himself up along with the protagonist, but the protagonist's words agitated him, causing him to lose the opportunity.
Tinra (23 years-old)
A villager. She is one of the women used by the goblins as a breeding machine that the protagonist killed.
Ashtal Do Germion (59 years-old)
The king that rules the western region of the continent in which the Forest of Darkness and the connecting borders are included. He is a powerful ruler with seven holy knights under him. He has recently ordered three of those holy knights to search for the saint.
Gowen Ranid (45 years-old)
The feudal lord that rules over the region next to the Forest of Darkness. As one of the country's strongest powers, he is renowned as the Iron-Armed Knight. He is currently leading his soldiers in a quest to find the saint.
Gulland Rifenin (31 years-old)
A former adventurer. As one of the country's strongest powers, he is renowned as the Storm Knight. He'd been stationed in the northern mountains, but the king called him back to send him off in a quest for the saint.
Gene Marlon (24 years-old)
As one of the country's strongest powers, he is renowned as Lightning-Fast Knight. He was previously stationed at the south, but the king called him back to send him on a quest to search for the saint. Killing is his favorite past-time. Whether it's a man, a demihuman or a monster, they're all just pieces of meat to be cut down before him.
Herculean Wyatt (40 years-old)
A member of the Blood Oath of the Flying Swallow. He specializes in handling great shields. He has a gentle personality, but beware for his anger isn't one to be taken lightly.
Mage Killer Mill (19 years-old)
A member of the Blood Oath of the Flying Swallow. She is an assassin that favors the use of talons. Renowned as the mage killer, she is a mage's worst nightmare.
Wand of Destruction Bellan (37 years-old)
A member of the Blood Oath of the Flying Swallow. He wields a fire staff. As a former knight, he cares a great deal about honor.
Hawk-Eyed Fick (31 years-old)
An adventurer with two names. He has exceptional perception and skill. He is currently searching through the Forest of Darkness under Gulland's lead.
The White Hand of Life (Previously translated as divine hands) (Age Unknown)
A priest robed in white. She specializes in healing and support. Her age, name, and origin are all unknown.
Vitz (25 years-old)
A talkative sword-wielding adventurer. He's actual strength isn't bad, but he's still far from being deserving of a second name.
Yugil (26 years-old)
An adventurer and an unwilling shield bearer. He might appear old, but he is actually still young.
Yoshu (26 years-old)
The younger brother of the slaves Gene purchased. The collar of obedience around his neck keeps him from going against Gene's orders. Healers are rare, so he's been made into a shield bearer.
Shumea (28 years-old)
The older sister of the slaves Gene purchased. The collar of obedience around her neck keeps her from going against Gene's orders. Contrast to her brother who bears a shield, she uses a spear.
The Goddess of the Underworld and the Goddess of Valor. As the goddess the snakes serve, she has given her blessing to the protagonist. She is a dangerous woman with her deep jealousy and fierce temperament.
The Goddess of Healing. She has given her blessing to Reshia. She has also warned the protagonist to protect her. The goddess might hate her, but she doesn't feel the same way toward The goddess.
Pitch Black (Verid)
A one-eyed red-eyed snake that belongs to the Goddess of the Underworld.
Known to the goblins as the Lord of Decay. He is one of the snakes that fought the world with the Goddess of the Underworld.
The elven woman Gene purchased. She became a slave after running away from her tribe.
A high kobold. She is one of the protagonist's pets.
The protagonist managed to tame her by giving her orc corps and other meat as bait.
She is a fortuitous kobold who somehow managed to become the leader of her pack.
As the pup of the gray wolves, she has been given the elven name that means lady of the lake. Reshia, Lili, and other children and women are quite taken by her lovely fur.
As the pup of the gray wolves, he has been given the name of a wise human monarch that means sovereign of the wind's howls. His uninhibited personality leads him to battle Hasu for ranks on a daily basis.
A timid orc. Gol Gol had taken a liking for him despite his small body. After Gol Gol died, he led the orcs to the west, but the protagonist managed to capture them.
The orc king that attacked the village. He is a berserker who can use skills. He was defeated by the protagonist.
Volume 3: Intermission – Pale’s Lecture on the Adventurer’s Guild(1/2)
After leaving the Goblin King to set off on her personal journey, the blind Pale Symphoria traveled from Germion Kingdom to the Holy Shushunu Kingdom.
“Oh~… So this is Rishu, capital of the Holy Shushunu Kingdom,” a young, aspiring adventurer said as a robed girl with a staff looked around her restlessly.
“They seem to accept all religions around here… Ah, it’s the goddess, Zenobia’s, symbol!” The little girl folded her hands in front of her modest chest and offered her prayers.
The young man wryly smiled and turned to Pale who was behind him. “Ms. Pale, do you come here often?”
“Yes, I’ve worked on many quests here.” Pale nodded with reservation.
The young man’s eyes twinkled as he nodded. “First-rate adventurers really are amazing!”
Pale could only wryly smile to those twinkling eyes as she changed the topic.
Pale met these two while she was hurrying to the Holy Shushunu Kingdom and ended up lending them a hand while they were fighting on the plains against some monsters. After that they decided to travel together.
“This city is where the first adventurer’s guild was built. Right… Why don’t we drop by that store over there and talk while we refresh ourselves.” Pale pointed to the signboard of a grandiose restaurant fitting of a capital city.
“Umm… I don’t think we can afford to eat there.”
The man and the little girl said as they glanced at each other.
Pale smiled. “Don’t worry, it’ll be my treat. Consider it my thanks for traveling with me.”
The Holy Shushunu Kingdom was situated east of the Germion Kingdom.
Unlike the western Germion Kingdom that ruled with might, the Holy Shushunu Kingdom was a religious country.
Just as its name implied, which meant either forbearance or tolerance, the Holy Shushunu Kingdom has taken it upon itself to provide protection for all religions.
It didn’t matter whether it was the greatest church of the continent, the worshipers of the ancestral god, Ativ, or the Kushain faith that worshiped a holy man, or the believers of the goddess of vengeance, Altesia, herself, or the adherents of the healing goddess, Zenobia. In the Holy Shushunu Kingdom all religions are accepted except for those that seek to harm others.
The Holy Shushunu Kingdom is also famous for its military might, which allows it to stand against other countries.
It is particularly famed for its army that focus on mobility on the plains, such as the mana guards (sorcerer cavalry), or the archer knights, who are directly under the royal family. As a country that boasts excellent mobility on the battlefield, it is undoubtedly one of the leading powers in the region.
Even the tyrannic Germion Kingdom has no choice but to acknowledge its strength and prefer a cordial relationship.
The Holy Shushunu Kingdom was also a key point when traveling, for south of it were the recently unstable free cities, north of it was the Kingdom of Orphen, wherein the Ivory Tower could be found, and east of it were the small countries that sheltered the elves: the small country, Fenis; the agricultural country, Guralio, and the iron kingdom, Elfa. Lastly, there was the Holy Kingdom Alsas and the Oceanic Kingdom Yalma.
As a kingdom connected to various kingdoms, the Holy Shushunu Kingdom naturally gained popularity among the guilds.
The adventurer’s guild was established about 100 years ago under the proposition of the leader of the then biggest mercenary corps, the hero Guine Oren, to secure useful personnel and elevate the status of those who would be known as adventurers.
The adventurer’s guild could be said to have been established mostly due to the cooperation of Guine and the heir of a great merchant by the name of Halbert Lark.
At that time, the merchant guild was founded and it monopolized technology and provided protection for its merchants. The merchants joined hands with the royal family and the nobles, and they monopolized the goods – namely, weapons, armor, foods, and processed essentials – and regulated their price.
In so doing, the merchant guild ended up pushing away all unaffiliated merchants from the city.
The nobles, the royal family, and the people in power worked with the merchant guild to hire craftsmen for cheap, and then sold the end products at a high price. They also hired mercenaries for cheap to gather ingredients from monsters to manufacture certain goods.
It was then that the 10-year war between the Holy Shushunu Kingdom and the great eastern kingdom, Ranserg, came to an end as the latter collapsed. After that the city overflowed with mercenaries, and many small countries began popping out.
It is said that the impetus for Guine’s undertaking was the death of his friend who died while doing a job for the merchant guild.
The merchant guild’s high-handed tactics deeply oppressed the people and brought chaos to society, so the hero, Guine, took it upon himself to use his connections to gather the wandering mercenaries and form the adventurer’s guild.
As for why it wasn’t called the mercenary guild, it is said that it was due to Guine’s inclination for challenging new things.
Guine formed a contract of monopoly with the then rising merchant, Halbert, and opposed the merchant guild. Guine gathered craftsmen, ingredients, subjugated monsters, and in the end, even dabbled with the war mercs.
As for Halbert, he gathered the unaffiliated merchants and worked with Guine to go against the merchant guild.
The war between the merchant guild and the united front of Halbert and Guine continued on for the next 10 years, when finally, the merchant guild waved its white flag.
They had no choice but to surrender, as there were many resources in unexplored lands that they could not get. Try as they might to offer large sums in exchange, the adventurer’s guild always managed to get them first.
After 10 years the merchant guild and the nobles that worked with them were all ruined.
A certain influential person once threatened Guine to have the new fields vacated.
In response to that, Guine said, “Let there be war then. In 10 years you will fall under the might of our numbers.”
The next day, 100 adventurers from that person’s fief appeared before him to give him a piece of their mind.
It is said that noble quivered in fear and apologized.
Guine could get away doing such reckless things because many of the influential people were survivors of the 10-year war.
Guine literally used his body to protect many of the influential people in the frontlines, so he was not in a position that he would lose to some half-baked noble.
Guine had many war friends that money couldn’t buy.
Another reason why the adventurer’s guild stayed strong was because crushing the adventurer’s guild would result in the mercenaries wandering the streets again.
Mercenaries always wielded their weapons, so them wandering around would cause public order to worsen. Because of that the people in power decided it was best to keep them off the streets to save on expenses.
Moreover, the adventurers under Guine were famous, for most of the famed mercs joined the adventurer’s guild.
The One-Armed Mercenary, Yeots Garth; the Magic Swordsman, Hellberme; the Archer King, Falm Gastia; the Fire Wizard, Isaac.
With names that dazzled like the stars gathered under their banner, the adventurer’s guild had a might that a mere noble’s army couldn’t compare to.
After the adventurer’s guild defeated the merchant guild, they began working in every nook and cranny of the country.
They filled in for the country to do jobs it didn’t have the manpower to spare. Of course, that meant more expenses for the people, but it was better than nothing.
Especially, the subjugation of monsters, though that in and of itself showed just how poorly the country was doing financially.
Other than that they also worked in various jobs such as developing lands that might be profitable, exploring dungeons, looking for missing children, or even the delivering of mail.
Eventually, the work of the adventurer’s guild spread from the Holy Shushunu Kingdom to the nearby countries, such as Germion Kingdom, the small countries, the free cities… etc.
The monopoly contract with Halbert was called off after the adventurer’s guild reconciliated with the merchant guild.
The adventurer’s guild then worked with the new merchant guild through profitable endeavors such as selling them the spoils of the adventurers. Like this the two guilds grew together in a mutually beneficial relationship.
Presently, the adventurer’s guild was a large organization that could be found in almost every country.