Overlord: The Last Player

Chapter 12: The Adventurer's Guild and Its Hidden Rules



For a player, the most important thing is grinding and leveling up.

But that's in a game.

In this real-world parallel, especially in Aron's current state of weakness, safety was his top priority.

The "Trial of Combat" had concluded, and the crowds of citizens and adventurers drawn by the spectacle would soon disperse.

In the capital city, Aron had no official identity. The only reason he hadn't been flagged so far was the attention on Gazef and Brain's duel.

Once the capital returned to normal, a foreigner like him would quickly draw scrutiny. Furthermore, there were no suitable leveling opportunities in the capital.

With his next step in mind, Aron planned to travel to the border city of E-Rantel, located in the kingdom's frontier. However, his knowledge of the world's intricacies was far too limited, making the journey risky.

Thus, Aron decided to visit the Adventurer's Guild, hoping to join a group of adventurers heading toward E-Rantel.

........

In the capital, apart from the opulent mansions of the nobles near the city center, the largest buildings in the commoner district were the Adventurer's Guild and the Magician's Guild.

Finding the Adventurer's Guild wasn't difficult. Its massive, four-story, tower-like structure stood out clearly in the residential area.

This positioning alone spoke volumes about how little respect the Kingdom held for both guilds.

Unlike the Baharuth Empire, which heavily valued magic due to the influence of its "First Court Wizard," the Kingdom of Re-Estize prioritized warriors.

The stark contrast stemmed primarily from the Baharuth Empire's Fluder Paradyne. Known as the "First Court Wizard" and a "National Treasure," he was one of the rare four "near-heroic-level" humans, having lived for over 260 years.

Fluder's influence stretched across centuries, starting with the Empire's first emperor and continuing under the current Bloody Emperor. This reverence for magic shaped the Empire's policies, placing a heavy emphasis on magical development.

"I'll need to plan carefully for my future trip to the Baharuth Empire," Aron thought. Fluder's high-tier [Sage] class and his ritual magic for achieving longevity made him a powerful figure to reckon with.

.....

The Adventurer's Guild, standing prominently in the commoner district, was a bustling hub. As Aron approached its towering structure, he saw adventurers and other individuals constantly moving in and out.

He paused briefly at the entrance before stepping inside.

Immediately, the lively chatter and chaotic atmosphere engulfed him.

The Guild's interior was surprisingly spacious, its wooden floors clean but plain, and its high ceiling adorned with a grand chandelier. The center of the hall was mostly empty, ensuring ample room for the crowds.

Opposite the main entrance was a large reception desk, where guild staff attended to adventurer teams.

As Aron entered, he noticed a few curious glances directed at him. However, his plain and unremarkable appearance quickly dissuaded further interest. Dressed modestly and carrying only basic equipment, he neither looked like a powerful adventurer nor a wealthy client.

This was intentional on Aron's part. Blending in was safer.

.......

"...What about this commission?"

"The pay's too low, and the Guild takes a 20% cut. By the time we split it among the team, it's barely anything."

"Then how about this one?"

"Pfft, that's for Gold-Rank teams! We'd never qualify!"

"Not true. It's just a long-distance escort mission, not particularly dangerous."

"Hah! It's one of the lower-paying missions for its rank. But if we complete it, we might earn enough points to get promoted to Gold-Rank!"

Adventurer groups crowded the walls where commission boards were mounted, their conversations filling the hall.

Aron ignored them and made his way toward the reception desk. Several teams were ahead of him, so he waited patiently in line while observing the Guild's workings.

The Adventurer's Guild ranked teams into eight tiers: Copper, Iron, Silver, Gold, Platinum, Mithril, Orichalcum, and Adamantite.

These ranks didn't necessarily reflect personal power levels. Regardless of strength, all new teams started as Copper and worked their way up by completing commissions and earning points.

Of course, teams not deliberately hiding their strength or avoiding rank-ups typically aligned with the expected skill levels of their respective ranks.

.......

Soon, it was Aron's turn.

Behind the counter stood a young girl with wavy brown hair and matching eyes. She appeared to be no older than sixteen or seventeen. Despite her youth, her polite demeanor showed she was experienced.

"Hello! What's your adventurer team's name?" she asked warmly.

"I don't have one," Aron replied calmly. "I'm not here to register a team. I just have a question."

"Oh? Are you looking to register as an adventurer?" The girl misunderstood, quickly pulling out a coarse, yellowed registration form.

Aron shook his head. "No, I just want to know if there are any caravans or adventurer teams heading to E-Rantel."

The receptionist blinked in surprise, lowering the form. Her eyes shifted briefly to Aron's worn clothes and basic gear before nodding in understanding.

"Ah, I see. You must've come to watch the Trial of Combat from the borderlands. It's impressive you made it all this way alone," she said with a hint of admiration. "That'll be five copper coins."

"...Five copper coins?" Aron repeated, puzzled.

It hadn't occurred to him that asking a simple question would cost money. If he could read this world's language, he wouldn't have needed to ask at all.

"Of course! This is the Adventurer's Guild," the girl said matter-of-factly. "Non-members have to pay for inquiries. Nothing's free here."

Her firm tone betrayed no room for negotiation, and Aron quickly realized this was one of the Guild's unspoken rules.

The Adventurer's Guild wasn't just an organization for accepting commissions—it was a sprawling information network. Non-members seeking information or services naturally had to pay for access.

Aron had also heard rumors suggesting the Guild had ties to the Slane Theocracy. If true, its influence spanned far wider than most realized.

With no other choice, Aron retrieved the coins.


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