Chapter 2 of 62
Chapter 2 Submission.
4 min read1,103 words
The adventurers' guild on the outskirts of the capital city had an appearance befitting its purpose. Though it was a wooden building, it was built sturdily, and indeed, it seemed suitable for a place where rough adventurers would come and go.
When the door with the adventurers' guild emblem on the sign was pushed open, the bustling noise inside the guild flooded in with a creak.
Adventurers' taverns, where adventurers gather, are generally located on the outskirts of the city, but this is not so much because of the reasons often cited in the streets—such as it being easier to respond to monster attacks or to avoid dirty adventurers entering the city center—rather, it might be simply because they are too noisy, Nod thought.
Probably, the reason it wasn't so noisy outside was that a "Silence" spell or something similar was cast on the building. However, once the door was opened, the spell would leak out. With the adventurers' guild, where people come and go frequently, it was unsuitable to be near the central district where order is naturally preferred.
While thinking about such things, Nod looked around the inside of the adventurers' guild.
Directly in front of the entrance, there was a large counter. Several adventurers' guild staff, dressed in matching uniforms, were working there.
Given that this was the capital, the adventurers' guild here was likely quite large. The nearly ten staff members lined up at the counter had been busy non-stop, sorting documents and attending to visitors.
The counter was to the right of the entrance, extending in that direction. At the far end, near the wall, there was a door marked "No Entry for Non-Staff," which was probably the entrance to the inner part of the counter.
On the left side of the entrance, past the counter, there was a space leading to the back, where the tavern was located.
The adventurers' guild is often called the "adventurers' tavern," and I've heard that no matter which city's adventurers' guild you go to, there is always a tavern attached, regardless of its size.
There are two main theories for this.
One is the financial recirculation theory, which suggests that adventurers, who have become wealthy from completing quests (accurately speaking, through the guild's mediation) and receiving rewards, are encouraged to spend their money at the guild-operated tavern, thereby returning the money to the guild.
The other is the isolation management theory, which posits that to prevent poorly behaved adventurers from causing trouble while drinking and getting drunk outside the guild, they are at least kept in a place where they can be monitored.
These two major theories are considered the reasons, but Nod himself believes both are correct.
While he was thinking about this, the line of customers waiting at the counter cleared, and a counter with no one in line became available.
Nod approached that counter.
"Welcome to the Adventurers' Guild! What brings you here today?"
The receptionist's pronunciation and smile were so perfect that even the head maid of the Felis family, where Nod was born, would have no complaints.
Despite having been busy with a large amount of work and likely feeling fatigued, she maintained a professional demeanor. Impressed internally, Nod succinctly stated his business.
"I've come to register as an adventurer."
Upon hearing his business, the adventurers' guild staff—receptionist—smiled and took out a form, handing it to Nod.
"Please fill in your name, your skills, and any previous experience. If you need assistance with writing, we can provide it for a fee. How would you like to proceed?"
"No, that's fine."
Even a spoiled noble's child has been drilled in at least basic reading, writing, and arithmetic.
Nod dipped the quill provided at the counter into the inkwell and, with practiced ease, filled in his name and skills on the form. He then returned the quill to its place and handed the completed form to the receptionist. The experience section was left blank as he had no military experience or other relevant background. In the skills section, he wrote only "Swordsmanship."
The submitted form was accepted without any issues.
As a registration fee, a small amount of money—though it was a minimal amount, the current Felis family was so short on funds that they begrudged even this—was paid from Nod's meager savings. The staff then began some work at the counter. After a while, they finished and started explaining the guild's regulations.
Summarizing the receptionist's explanation:
1. The adventurers' guild mediates requests from clients, which adventurers then undertake. After completion, the reward, minus a handling fee, is paid to the adventurer.
2. If an adventurer fails a request, they generally have to pay a penalty. This penalty is added to the reward and used to make the request more attractive to higher-ranked adventurers. The only requests that do not incur a penalty are those that are always posted and are on a commission basis (such as herb gathering).
3. The adventurers' guild issues a guild card as proof of membership. This is a small, board-like item that only the cardholder can use, and a fee is charged for reissuance. The loss of a high-rank guild card incurs a significant fee and penalty.
4. The guild facilitates the formation of parties among adventurers but does not intervene in disputes within parties. However, if criminal acts such as theft or assault among guild members are confirmed, the guild will generally revoke their membership.
5. Once a guild member's membership is revoked, they cannot take on any jobs in that city's guild. If the guild deems the violation serious, they may also inform other cities or countries.
6. The guild does not involve itself in requests that are not mediated by the guild. These are entirely the responsibility of the individual.
These were the six main points of the explanation.
While all of them were common sense, they were necessary explanations for aspiring adventurers, who are often rough and, incidentally, may be uneducated and lacking in common sense. Nod thought as much.
After receiving the explanation of the adventurers' guild regulations, Nod received his guild card.
Newly registered members at the bottom of the adventurers' guild are treated as "newcomers," but these newcomers are not strictly considered adventurers.
They are less than adventurers, mere novices who have paid a fee and submitted their forms.
Newcomers are then assigned a basic training request for novices, and upon completion, they receive their official adventurer guild card.
Incidentally, the newcomer's guild card was just a piece of wood with their name engraved on it.
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