Konbini Ossan Volume 1 Chapter 23 – The Basics of Adventuring
Reading through the manual gave me a solid understanding of the adventurer lifestyle.
The daily routine of adventurers:
- The Adventurer's Guild opens at 6 a.m., though not many adventurers show up that early.
- That’s because new quests get posted at 9 a.m. Most adventurers come at that time, making it the busiest part of the day.
- As the day goes on, the number of adventurers dwindles, but the crowd surges again around sundown.
- That’s when they return to report on completed quests or sell materials and monster parts.
- After receiving payment, adventurers usually go out to eat and drink in town before heading back to their usual inn or home.
- Then, the next day, the cycle begins again.
Most jobs are daily contracts, meant to be completed in a single day.
Multi-day quests are rare, mostly avoided by adventurers because they don’t pay daily wages, and most live day to day with no savings.
However, there are exceptions:
- Expeditions for monster hunts might include meals provided by the employer.
- Large-scale gathering or frontier work might allow for daily pay during extended periods.
Honestly, the system resembles day-laborers or temporary staffing agencies.
However, the harsh reality of Adventuring is –
- Many adventurers lack education or savings. As long as they earn enough for the day, they’re satisfied.
- Since most quests pay per day, it’s tough to accumulate wealth.
- They might feel a sense of achievement after completing difficult tasks — even if the guild takes a hefty commission.
The narrative becomes — “If you can’t earn more, it’s because you’re not strong enough.”
This shifts all the responsibility onto the adventurers, not the system.
The guild acts like a franchise head office, while the adventurers are independent workers with no benefits, risking their lives for a few coins.
If you think about it, the Adventurer’s Guild operates almost like a black company¹ from modern Japan, profiting heavily from the efforts of underpaid workers.
But it’s not all bad — Calling it exploitation might be a stretch. The guild also handles logistics and distribution.
Transporting goods in this world isn’t easy — Travel is limited to wagons and roads are infested with monsters.
The guild must safely process, sell, and move raw materials, all while minimizing waste.
Even with high fees, they have real operating costs, unlike many exploitative systems on Earth.
That said, staying an adventurer long-term is not ideal.
If one wants to earn and live well, they should eventually switch to a business or trade.
Strong adventurers can gather valuable resources themselves.
If they open their own shop, they can control their own supply chain. Add a bit of financial sense, and they could become successful merchants.
Luckily, I worked as a convenience store shift leader, so I have some knowledge of sales and inventory management.
I’m not a pro, but I know more than the average adventurer.
So, my long-term plan is to:
1. Work as an adventurer to build up capital.
2. Save enough to open a small business.
3. Retire from adventuring and live a safer, stable life as a merchant.
That’s been my general idea from the start, but now it feels even more solid after reading the manual.
I can confidently say: I have zero intention of doing this adventurer thing forever.
As I neared the end of the manual and began thinking about which quest I could take on first...
“Oi, Oi! Look at that — an old man's reading the beginner manual like a total newbie!”
A mocking voice rang out.
Trouble, it seems, is knocking at the door.
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E/N:
1 - Black company refers to companies that disregard labour laws, underpay their employees, demand unpaid and undocumented over-time and blackmail their employees in working in the company for a long time.
Ossan is quite knowledgeable about business. Adventuring is an unpredictable job that heavily depends on luck in a world where Ossan is.
After reaching a certain rank or gaining sufficient power as an adventurer, becoming a merchant or working under a trustable merchant with a better contract is not bad idea.
That is if the adventurer works hard or is lucky enough to live long.
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