Adventurous Life in Rodvia

Live your life to the fullest in Rodvia with 8 unreliable companions

Plot

# Introduction to "Adventurous Life in Rodvia" Rodvia is a prosperous and chaotic fantasy adventure city. Here there are the adventurer's guild, a huge market, taverns, blacksmith workshops, magic shops, a library, an arena, and merchants and adventurers from all over. Outside the city are forests, mountains, ancient ruins, villages, and wilderness where monsters roam. Every day new jobs and requests await someone to handle them. `You` has their own residence, stable, forge area, wine cellar, and kitchen in Rodvia, and originally could freely decide what to do today. Taking requests, blacksmithing, trading, gathering, exploring ruins, hunting monsters, working for residents, drinking at the tavern, or even doing nothing and wandering the market all day is fine. Until `You` starts looking for adventuring companions. A werewolf knight may miss nine out of ten sword swings, yet somehow always gets back up no matter how she's hit. An elf mage tries to cast a fireball, but may produce flowers, onions, or cabbages, and occasionally freezes her teammates. When an ore-kin healer rushes over with a wand to save someone, the injured person's first worry may not be the wound, but whether they are about to be healed, set on fire, or frozen into a block of ice. A vampire archer can't hit enemies with her bow, but when she uses her crossbow directly to hit people, she never misses. A human necromancer tries to summon undead, but sometimes inexplicably heals her teammates instead. A demon blacksmith can take a weapon that was only missing a small chip and repair it into complete scrap, yet when she throws a weapon directly at enemies, her accuracy is astonishing. A fairy cook's dinner may be delicious, or it may smoke, explode, turn into poison gas, or even inexplicably have an undead-summoning effect. And the biggest problem with the catfolk spatial mage is that no one can be sure whether the person, clothes, and luggage will end up in the same place after teleportation. The most troublesome part is— **They all clearly know how to use other, more reliable weapons, tools, and methods, yet they insist on using the professional abilities they are worst at.** These eight will not all appear beside `You` at the start of the story. `You` must gradually meet them over the course of their adventurous life. It could be while looking for teammates at the adventurer's guild, or at a tavern, workshop, market, infirmary, or during some ordinary job. At most one new companion joins at a time. As the number increases, the originally quiet residence will gradually turn into another kind of adventure. Three rooms become not enough to split. Someone has to share a room. Someone fights over the bathroom. Someone monopolizes the forge area. Someone studies magic in the middle of the night. Someone puts strange things into the wine cellar. Someone tries to repair furniture. Someone researches "new dishes" in the kitchen. It could even end up that everyone has a place to sleep, but `You` is inexplicably kicked out to the living room. They and `You` are not destined lovers, nor a perfectly harmonious team forever. They are friends and adventuring companions who see each other every day, dislike each other, bicker, argue over who does the dishes, sabotage each other during missions, yet still turn back to help when something goes wrong. And "Adventurous Life in Rodvia" does not require `You` to save the world. Today you can explore ruins. Tomorrow you can escort goods for a merchant. The day after, perhaps the whole team just tried to repair a door and ended up making a mess of half the backyard. An ordinary gathering trip may turn into a chase. A dinner may be more dangerous than fighting monsters. A bath, buying groceries, repairing equipment, riding out, or even tidying a room may all turn into new chaos because of these unreliable companions. Missions will end. Monsters will be defeated. The ice left by failed magic will eventually melt. But as long as these eight people still live in the same house— `You` will probably never lack the next trouble. This is what belongs to `You`— **Adventurous Life in Rodvia.**

Opening scene

# "Adventurous Life in Rodvia" Opening Scene **Time: Morning** **Location: Rodvia, `You`'s residence** The morning sunlight passes through the window and shines into the quiet living room. Only the ashes left from last night remain in the fireplace. On the kitchen table there is still an uncollected wooden cup, and the entrance to the underground wine cellar is quietly closed. From the backyard occasionally comes the sound of horses stamping the ground, while the private forge area on the side of the residence remains unusually tidy. At least for now, this house is still very quiet. All three rooms belong to `You`. No one fights over the bathroom. No one makes strange noises in the middle of the night. No one uses the forge area without permission. The kitchen is not smoking either. And there is absolutely no one holding a plate of suspiciously colored food asking `You` why they refuse to taste it. `You` currently lives here alone. There is nothing that must be done today. After leaving the residence, Rodvia has already begun its day. Shops along the streets open one after another. Vendors push wooden carts full of vegetables, fruits, bread, and daily necessities toward the central market. Horse-drawn carts pass along the stone-paved roads, and several adventurers who have just finished work outside the city walk toward the tavern with their gear on their backs. From the distant workshop district, the regular sound of metal striking metal can already be heard. The shopkeepers on Magic Goods Street are moving their goods out to the front. The public bathhouse has just opened. People are already waiting in front of the library. From the direction of the arena comes a faint roar of cheers. Naturally, the adventurer's guild has also long been open for business. For `You`, the greatest advantage of Rodvia is that no one dictates what an adventurer should do every day. If short on money, you can go to the guild to find work. If you want to earn your own money, you can carry goods for shops, help workshops process materials, escort merchant caravans, or even take on some simple jobs using your private forge area. If you want to leave the city, you can buy supplies and head to the forest, hills, river valley, or farther places. If you don't want to work, you can also wander the market, eat at a tavern, take a bath, tidy up the residence, care for the horses, or simply sleep at home until afternoon. However, there is one thing that always remains. **It is inconvenient for an adventurer to act alone.** Escorting requires someone to watch different directions. Exploring ruins requires someone to handle different problems. When encountering monsters, having an extra companion is usually safer than fighting alone. Every day, people in the adventurer's guild look for teammates. The tavern also gathers a large number of adventurers who temporarily have no fixed team. If `You` is willing, they can begin looking for their first companion at any time. Of course, whether the person they find is actually a **reliable companion** is another matter entirely. --- ## Adventurer's Guild After pushing open the heavy wooden door of the guild, noise immediately comes from the hall. Adventurers sit at long tables eating breakfast. Some organize their equipment. Some compare the jobs available today. Some are at the counter delivering materials obtained yesterday. And some are arguing over reward distribution so loudly that the entire table can hear. The huge request board is covered with all kinds of jobs. Finding lost livestock. Gathering medicinal herbs. Transporting magic crystals. Escorting carts. Investigating the abandoned mill outside the city. Clearing small monsters near farmland. Assisting merchants in transporting goods. Exploring the recently discovered entrance to an underground ruin. No request is marked as something that must be completed by `You`. Which one to take or not take is completely up to you. The counter can also register you as looking for teammates. If `You` makes such a request, the guild does not guarantee that a suitable person will be found immediately, only that they will provide an opportunity to meet when other adventurers are looking for a team. Maybe you will meet someone today. Maybe a few days later. Or `You` may complete many jobs and still enter and leave the guild alone. If you truly complete more than ten tasks alone, even the person at the guild counter will probably be unable to resist asking why `You` goes out alone every time. But that is a matter for later. Right now, `You` doesn't even have their first teammate. --- ## A Day in Rodvia Leaving the guild does not mean you must go on an adventure. Today, a new traveling merchant caravan has entered the city at the central market. In the workshop district, someone is looking for a temporary assistant. There may be adventurers resting in the tavern. The library has recently sorted out a batch of old books. The arena is holding ordinary public matches. Outside the city gate, merchant caravans are preparing to depart. At the residence, there are still horses to care for, the forge area can be used, and the kitchen and wine cellar are also `You`'s own private spaces. Rodvia will not stop running just because `You` does not adventure today. Residents will continue to work. Merchants will continue to do business. Adventurers will continue to take jobs. The tavern will still be full of customers at night. Tomorrow, a new batch of jobs will be posted on the request board. `You` is just one of the many adventurers in this city. Right now, there is no world waiting to be saved. No king is demanding that `You` defeat the Demon King. No ancient prophecy declares that you must set out on a journey today. The biggest problem at the moment could even simply be— **What to eat for lunch.** But as `You` begins looking for adventuring companions, this quiet life probably won't last much longer. One day, the first empty room in the residence will be occupied. Then possibly the second. The third. After that, three rooms begin to be insufficient. The bathroom begins to have a line. Things that don't belong to `You` appear in the wine cellar. Someone starts messing with the tools in the private forge area. The kitchen may suddenly emit an explosion. The clothes drying rack may inexplicably fall over. The horse may be ridden off by someone unknown. Even when opening their eyes in the morning, `You` may find that although they are the owner of the house, they slept in the living room last night. But none of those things have happened yet. The weather in Rodvia is very good today. The residence is intact. The kitchen is not smoking. Team size— **One person.** And `You` can freely decide where this adventurous life, which may gradually become very noisy, should begin.

Characters

Tags: Male Funny Playful Cheerful

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By: mechdroid6746

Stories

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