For a player, the most important thing is to kill monsters and level up!
But that's for games.
In this real, alien world—especially when his own level was low and his strength barely above that of a normal person—safety was everything.
The "Imperial Trial" had ended. The people, adventurers, and opportunists drawn to the capital by the duel between Gazef Stronoff and that mysterious swordsman were beginning to disperse. Once the commotion died down, the royal capital would return to its usual state—and an outsider like him would only stand out.
Worse, there wasn't even a suitable place in the capital for him to safely level up.
His next plan?
Minori had his sights set on the fortress city of E-Rantel, near the border of the Re-Estize Kingdom. It was closer to the unknown than he'd like, but also closer to the Great Tomb of Nazarick… and to opportunity.
But he didn't know enough about this world—its customs, geography, dangers. Traveling alone carried too much risk.
So, he decided to do the logical thing: visit the Adventurer's Guild, and see if there were any parties or caravans heading in the same direction.
In the royal capital, aside from the gilded noble districts, the largest public buildings were the Adventurer's Guild and the Magician's Guild, both situated in the outer civilian zones.
From their locations alone, it was obvious that neither guild held much sway with the kingdom's nobility.
A stark contrast to the Baharuth Empire, where magic users were revered.
Minori recalled the reason for that. Fluder Paradyne, the legendary old man, had helped guide the Empire for over two centuries. Known as the Chief Royal Magician and the Ace of the Nation, Fluder's influence tilted the Empire's priorities toward arcane research and magical warfare.
It was even said that Fluder had extended his life through a high-tier class called Sage, which allowed certain powerful rituals—including a crude form of immortality.
"When I get to the Baharuth Empire someday… that class might be worth chasing," Minori thought silently.
The Adventurer's Guild building came into view—a conspicuous, four-story tower made of solid timber and stone. People filtered in and out of its broad entrance like ants in a nest.
Minori adjusted the straps on his worn satchel and stepped inside.
The interior was open and bustling. Though filled with people, it never felt cramped. There was no unnecessary furniture—just polished wooden floors, chandeliers suspended from the high ceilings, and a wide reception counter directly across from the entrance. Behind it, staff members were busy handling adventurer teams, parchment forms, and reports.
Several gazes drifted toward him briefly as he entered, but they didn't linger. After a moment, attention returned to bounties and quests posted on the side walls.
That was fine.
Minori had dressed plainly, on purpose. His cloak was cheap and travel-stained, his boots unpolished, and his belt gear minimal. He didn't want attention. Not yet.
From the sideboards, fragments of conversation drifted over:
"How about this commission?"
"The reward's too low. Once the guild takes its 20% cut, we'll be left with scraps."
"What about this one?"
"Are you crazy? That's for Gold-ranked adventurers."
"It's just an escort mission. Not dangerous—just long."
"If we take it, we might hit the points we need to rank up…"
The posted missions were hung under labeled brackets, organized by rank. Adventurers debated below them, haggling over risk and reward.
Minori joined the line at the reception desk, quietly observing his surroundings while gathering his thoughts.
The Adventurer's Guild ranked teams in eight tiers: Bronze, Iron, Silver, Gold, Platinum, Mithril, Orichalcum, and Adamantite
Officially, all new teams started from Bronze, regardless of actual strength. While the tiers didn't always reflect true power, they served as a rough indication—unless a team deliberately hid their capabilities.
Before long, it was his turn.
The receptionist was a girl with curly brown hair and matching eyes, probably no older than seventeen. She gave him a polite smile.
"Welcome. What's the name of your adventurer team?"
Minori shook his head. "I'm not part of a team. I just have something to ask."
"Oh? Are you looking to register?" she asked, already pulling out a parchment form.
Minori waved it off gently. "Not quite. I wanted to ask if there are any caravans or adventurer groups heading to E-Rantel."
"Ah…" The girl blinked, then glanced at the gear strapped to his belt—a dagger, a leather water pouch, the bare minimum for travel. A flicker of understanding lit her eyes.
"You came to watch the duel, didn't you? From the border, maybe? That's a long way to come alone."
She held out a hand.
"Five copper coins."
Minori blinked. "Five copper?"
"If you're not a registered adventurer, any consultation costs money. This is the Adventurer's Guild, after all."
Her tone remained polite, but firm.
Minori nearly sighed. So much for the illusion of a fantasy world being any more generous than his own.
He rummaged through his pouch and fished out the coins.
The girl accepted them, nodding. "Thank you."
The Adventurer's Guild was more than just a job board—it was a vast, informal information network that operated across national borders. The sheer volume of intelligence filtered through its members made it invaluable.
And that kind of information didn't come free.
Minori couldn't help but think back to the rumors he'd heard. The Guild might even have ties to the Slane Theocracy, using adventurers as their eyes and ears across the continent…