Cherreads

Chapter 5 - Chapter 5: Adventurer Guild Registration

The kakkara staff took time to pick, but it's solid. Not ideal for spellcasting, yet versatile. Activation tools are like pacifiers—unnecessary with skill. High-ranking mages often skip them to avoid casting lag. I'm dressed like a typical noble or wealthy commoner, cloth attire with a longsword at my hip. Ilmera, in nun robes with a staff, follows. Are we seen as a noble and retainer? Siblings? After 15 minutes from the weapon shop, we reach the Adventurer Guild.

"Finally, the guild… Impressive headquarters."

A three-story marble building radiates grandeur. Two armored guards at the entrance make it intimidating. Ilmera strides forward; I follow, roles reversed from leaving home. Inside, a vast three-story atrium greets us. I freeze, spotting a wall display.

"Monster taxidermy? Goblins, kobolds, orcs, ogres, hellhounds—why?"

Ilmera explains, "They're for new adventurers. Many know monsters by name but not sight. Facing orcs or ogres unprepared is deadly."

I inspect closely. Detailed taxidermy and paintings of slimes and zombies list habits, weaknesses, lootable parts, prices, and drop items. Clear and educational—seeing beats hearing. Goblins are easy to grasp once encountered, but beginners need this. The guild's thoughtful. The display covers local monsters; high ranks are rare, ogres being the strongest, dwelling in distant mountains requiring days of travel.

"These are natural monsters," Ilmera says. "Labyrinth ones dissolve into mana, leaving drop items."

"Drop items? What's that?"

My era's labyrinths had golems, but no item drops. Ilmera smiles, guiding me to the registration counter instead of answering.

"Welcome to the Adventurer Guild. New registration?" a middle-aged clerk in uniform asks.

"Yes, my master will register, followed by a party application," Ilmera says.

Party application? A welcome event? I sit as directed.

"Place your hand on this crystal for basic info, then choose card details."

I touch the crystal; it glows blue.

"Impressive mana. Skilled in water and earth magic? Already a mage. Your info's on the card. Now, basic details."

I answer questions—origin, name, gender—as he etches a 6x10cm card.

"Choose your class and adventurer course."

Classes are basic: warrior, priest, mage, thief, with advanced roles like magic knight possible later. I'm a mage.

"Mage class… Can I just pick?"

"You have mana, but could register as anything—warrior, thief. Hence the question. Choose a course from this pamphlet."

Three courses: subjugation, material gathering, labyrinth exploration. Subjugation tackles local monster threats. Gathering involves herbs or monster parts—dexterity-heavy, inefficient for beginners splitting tasks. Warriors lack finesse for plants or clean looting; knowledge is key, limiting physical training. Subjugation and gathering cooperate. Gathering prevents newbies from shunning it, as guilds need balanced roles—monster parts for gear, herbs for potions. Subjugation teams include gatherers for quality loot, especially rare monsters.

Labyrinth exploration is distinct, farming items from defeated monsters that dissolve into mana, no looting needed. It's lucrative without quests, but explorers must complete subjugation tasks for rank-ups to contribute to the guild.

"Labyrinth exploration, please."

Despite warnings—beginner labyrinths like Bank are tougher than subjugation monsters—I choose it for high income and short time. Subjugation and gathering require tracking targets; labyrinths are straightforward. Scarab Sacre's data suggests Bank, near the capital, is manageable with my golems for early floors.

"Courses can change, and explorers can take other quests, right?"

"Yes, flexibility increases with rank," the clerk says. "But don't be reckless. The guild doesn't want to lose young talent. Place your hand on the crystal again to finalize."

The crystal glows gold.

"Here's your card… Two gifts? Rare. Spatial creation and… rare drop item rate boost? First time seeing that."

The card shows basic info, but my gifts are exposed. Concerning.

Name: Reinhardt von Barei (Male)

Affiliation: Emden Kingdom

Class: Mage

Rank: F

Level: 7 (Labyrinth Exploration Course)

Gifts: Spatial Creation, Rare Drop Item Rate Boost

"Only basic info? Level 7? Gifts are visible?"

Three hundred years shifted common knowledge. Scarab Sacre's info lacked details.

The clerk explains: name, affiliation, and class can change with marriage or nation shifts, updated upon request. Ranks adjust via guild. Levels, a new concept, range from 1 to 255. Guild ranks: 1–20 beginner, 21–50 intermediate, 51–100 advanced. The highest known, 170, was a deceased general. A "Voice of God" gift supposedly reveals such knowledge via divine oracles—dubious without proof.

"For party registration, we need all members' cards," the clerk says.

"Here's mine," Ilmera says. "Reinhardt-sama's the leader; I'm the only member."

Her card:

Name: Ilmera Arrows (Female)

Affiliation: Emden Kingdom

Class: Priest

Rank: D

Level: 25 (Subjugation Course)

Gift: Healing Magic Effect Boost

Barely intermediate, but her gift's perfect for a priest.

"Party name?" the clerk asks.

Our cards glow faintly on a strange box.

"Reinhardt-sama, any ideas?" Ilmera asks.

A name for my free, joyful second life…

"Break Free."

Thus, the adventurer party "Break Free" was born, destined to rise in fame.

Notes: Feedback, ratings, or typo reports fuel my writing speed!

More Chapters