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Chapter 12 - Chapter 12: Adventurer's Guild, Invisible Rules

For a player, the most important task is to grind monsters and level up! But that logic applied to a game. In this real New World, especially when one's own level was very low, "safety" was Irvine Wolf's paramount concern .

The Royal Tournament had concluded, and the commoners, adventurers, and other visitors drawn to the capital for the spectacle would gradually begin to depart. Irvine had no official status in the Royal Capital. His presence had gone unnoticed amidst the excitement surrounding Gazef Stronoff's duel, but once the city returned to its normal state, an outsider like him could easily attract unwanted attention. Moreover, the Royal Capital itself offered no suitable locations for safe monster grinding or leveling.

For his next steps, Irvine planned to travel to the border city of E-Rantel in the Re-Estize Kingdom. However, his knowledge of the world's current state was limited, and the journey promised significant danger. Therefore, Irvine decided to visit the Adventurer's Guild—not to register, but to find a merchant caravan or adventurer team also headed to E-Rantel that he could join for safety and guidance .

In the Royal Capital, aside from the luxurious noble districts near the city center, the most prominent structures in the commoner areas were the Adventurer's Guild and the Magician's Guild. Their locations alone indicated that neither organization was highly regarded by the kingdom's aristocracy—a stark contrast to the Baharuth Empire, which placed great emphasis on magic due to the influence of Fluder Paradyne, the "Chief Court Magician" and one of only four humans known to have surpassed the Heroic Realm (level 30+). Having lived for over 260 years and advised emperors for generations, Fluder's legacy had shaped the Empire's culture around magical prowess .

When I go to the Baharuth Empire for the Cursed Knight class, I should also look into Fluder's "Immortal" high-tier class for longevity, Irvine mused silently, filing away the thought for future planning.

The Adventurer's Guild was located in the outer commoner district: a conspicuous, four-story, square-tower-shaped building. A steady stream of people flowed in and out of its main entrance. Irvine paused briefly to observe before stepping inside.

Instantly, a wave of boisterous noise washed over him. The guild's interior was surprisingly spacious. Though crowded, it felt orderly due to the lack of superfluous decorations or furniture. The floor was made of worn wood, and a large chandelier hung from the ceiling. Directly opposite the entrance was a sizable front desk where staff members were engaged with several adventurer teams.

As Irvine entered, he felt several gazes briefly land on him before quickly withdrawing. He understood why. His cheap, dusty attire marked him as neither a powerful adventurer nor a wealthy client—exactly the low profile he had intended to maintain.

"How about this quest?"

"The reward is too low, and the Guild takes a 20% cut. Split among us, there'll be nothing left."

"Why not this one?"

"Hiss, that's a Gold-rank quest. We're not qualified, are we?"

"Actually, the danger is low—it's an escort mission, just a long journey..."

"Heh, the reward is poor for its rank, but if we complete it along with our other pending quests..."

"We could finally promote to Gold rank!"

Loud, energetic discussions echoed from the sides of the hall, where quest boards hung on the walls. Irvine made his way to the front desk and joined the queue. As he waited, he recalled the Adventurer's Guild's ranking system: eight tiers, from Copper, Iron, Silver, Gold, Platinum, Mithril, and Orichalcum up to Adamantite. All teams started at Copper rank regardless of strength, but rank generally reflected a team's capability and experience .

Soon, it was his turn. The receptionist was a young girl with slightly curly brown hair and brown eyes, likely only sixteen or seventeen—around Irvine's apparent age. She maintained a professional, neutral demeanor despite his appearance.

"Hello, what is your adventurer team called?" she asked politely.

"I don't have a team. I'm here to make an inquiry," Irvine replied softly.

"Oh, are you looking to register a new team?" she assumed, bending down to retrieve a coarse, yellowish registration form.

"No, I just want to know if there are any merchant caravans or adventurer teams planning to travel to E-Rantel soon," he clarified.

"Ah?" She paused, her eyes scanning the short sword and waterskin at his waist. A look of understanding dawned on her face. "You came for the Royal Tournament, didn't you? From a border city? It's impressive you traveled so far alone." She then extended her palm, her tone turning businesslike. "5 copper coins."

"5 copper coins?" Irvine was taken aback, momentarily confused.

Had he been able to read the local script, he might have avoided this—a frustrating reminder that despite his education in his previous life, he was functionally illiterate here.

"Of course. This is the Adventurer's Guild," the receptionist explained, her expression serious. "Any consultation for non-members requires a fee. Nothing is 'free' here."

As a large, transnational organization not bound to any single nation, the Adventurer's Guild's influence stemmed not only from its powerful adventurers but also from the vast intelligence network maintained by its members. Outsiders seeking access to this information had to pay, and some knowledge was beyond price. This was why, despite being distrusted by noble elites, the guild was often secretly cooperated with by various governments. Irvine also recalled rumors that the Slane Theocracy had a hidden hand in the guild's founding and operations .

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