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Chapter 3 - The Adventurer’s Path

The Adventurer's Path

After the fusion of Alovenus' and Leo Dainhart's souls, subtle changes rippled through the character of the Absolute Mage. Changes that Alovenus himself barely noticed, unaware of their impact—yet they would shape his actions and decisions in ways unforeseen.

With the merging into the body of a twelve-year-old boy, Alovenus inherited more than memories and emotions. He gained something unfamiliar, delicate…

Childlike innocence.

A faint, incomplete innocence, yet enough to grant him a fresh perspective on the world, and a different lens through which to judge right and wrong, good and evil. Decisions that he would once have executed without hesitation now stirred within him a quiet pause, a subtle restraint… a gentler approach he did not consciously command.

As planned, Leo's next goal was to create a legendary elixir capable of restoring his powers as swiftly as possible. But alchemy in this era had declined almost as much as magic itself. Most concoctions now only restored spent mana, offering no actual enhancement.

Elixirs that increased magical efficiency by 10% were considered national treasures. In Alovenus' prime, most elixirs either restored mana or offered a 10% boost; a 20% elixir was exceedingly rare, a true marvel.

But the elixir Leo had crafted in his previous life was different.

It surpassed all others through the ages.

A potion that could increase mana efficiency by a full 40%.

Its ingredients, however, were no ordinary challenge. Four legendary components were required:

Root of the World Tree

Waters from the Pool of Immortality

A high-rank mana crystal, crystallized over centuries

Venom from the Yormungandr serpent

Each of them considered mythically difficult to obtain.

Determined, Leo set out to gather these components. Yet he would not risk revealing his family name and drawing unwanted attention. After careful thought, he found the perfect solution:

Acquire an Adventurer's License.

He aimed for Rank B, part of the adventurer hierarchy:

S – A – B – C – D – E – F

Rank B offered the privileges he needed, most importantly the ability to enter any city without inspection or identity verification.

Leo donned a white mask, showing only his eyes, hiding the distinctive features that could reveal his lineage. He left the annexed palace. Strangely, no one paid attention—neither servants nor guards—as if his presence, or absence, were irrelevant.

His journey took him toward Mithra, the nearest city housing a branch of the Adventurer's Guild.

Halfway along the route, a band of highwaymen blocked the road. They surrounded the carriage, their faces harsh, their laughter cruel.

— "Hahaha! What a prize!" one jeered.

— "No women… let's end this quick," another spat.

Leo stepped down from the carriage. They laughed again.

— "What's this? A puny child dares to stand before us?"

Leo did not answer. He whispered a faint incantation.

Instantly, orbs of fire appeared, spinning around his head in a perfect circle, radiating destructive power. One by one, the flaming spheres launched themselves, striking the highwaymen. They collapsed, half-charred, struggling for breath.

The spell itself was high-tier third-rank magic, but combined with strategic magic—the ability to guide the spheres automatically—it effectively reached mid-fourth-tier power.

In this era, most children Leo's age barely reached first-rank magic. Second-rank casters were prodigies, third-rank wielders were hailed as geniuses of the continent. No precedent existed for a twelve-year-old casting fourth-rank magic.

Fortuitously, neither the driver nor the bandits understood magic; they had no concept of what they had witnessed.

Leo returned to the carriage and drove on, leaving the highwaymen behind.

(Narrator's note: In his prime, Alovenus never let a roadblock stand alive. But this time… perhaps the mingling of emotions, the childlike innocence he now carried, restrained him.)

After a day and several hours of travel, Leo finally reached Mithra. Upon entering, he headed straight for the Adventurer's Guild.

As he pushed open the doors and approached the reception, voices of mockery rose:

— "Who's this masked brat?"

— "Has the guild become a daycare for children? Hahaha!"

Leo ignored them, keeping his focus on the desk.

A large, burly adventurer stepped forward, scowling.

— "This isn't a place for children, boy."

Leo sought a quiet resolution, careful not to disrupt his registration. He activated a forgotten mental spell, known as:

Killing Aura.

A dark crimson halo radiated around him, ominous and terrifying, sending chills through the room. The bullying adventurer collapsed immediately, unconscious, his weak mind no match for the spell.

Silence fell. All in the hall trembled.

Leo continued to the reception, where the clerk shivered visibly.

— "Hello… I'm here to register as an adventurer."

— "R-r-right, sir… name, age, specialty?"

— "Leo. Twelve years old. Magician."

After completing the formalities, Leo received his adventurer card:

Rank F, the lowest tier.

(Note: At that time, most adventurers ranged from F to C.)

But this was only the beginning.

Leo would begin accomplishing feats, slaying monsters, and climbing the ranks swiftly. He would expand his magical capacity, guided by a simple principle:

"Use your mana to the last drop… and your limits will grow."

And thus, Leo Dainhart took his first steps along the path of the adventurer.

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