The story begins with the protagonist, a 14-year-old boy named Hite, being unceremoniously kicked out of his ducal family, the Dales family. His father, who harbors no affection for him, provides a meager severance of 100 gold coins and a change of clothes, forbidding Hite from ever returning or using the family name. Hite, possessing memories of a past life as a salaryman in Japan, had anticipated this expulsion and even manipulated events to ensure it happened in the most peaceful manner possible. He views his father's actions as predictable and pathetic.
With his newfound ability, an "Awakening Ability" that allows him to perceive information about objects and people by focusing his gaze, Hite heads to the Adventurer's Guild in the capital city of Fluuden. His immediate goal is to secure employment as an adventurer to earn funds and decide his future. He finds the guild's receptionists to be attractive and efficient. During his registration, he chooses the name "Hite," derived from the German word "Freiheit" meaning freedom, signifying his break from his past. He pays the registration fee with gold coins, surprising the receptionist with his apparent wealth. After receiving his adventurer's license, he attends an introductory lecture given by a gruff but seemingly kind A-rank adventurer named Gilbert. Hite discreetly uses his ability to assess Gilbert's stats, noting his impressive combat prowess.
After the lecture, Hite visits the guild's weapon shop. He browses through various swords, ultimately finding a mysterious "Sealed Sword" that hints at hidden power. He also purchases a short staff, a small bow with arrows, and several daggers. He then opts for a basic leather armor set and a "New Adventurer's Tool Set," which includes a comprehensive collection of tools for various adventuring tasks. The shopkeeper, Brian, impressed by Hite's discerning taste and purchase of specialized items, reveals that Gilbert had recommended Hite, sensing his potential. Brian offers Hite a deal: to become a monitor for his experimental weapons in exchange for free maintenance and future prototypes. Hite readily accepts, securing a set of advanced, transformable weapons, including a sword-spear and a bow-sword, and a rod-wand that can switch between long and short staff forms. He pays a total of 20 gold coins for his extensive purchases.
Brian then recommends a lodging house called "The Swallow's Rest." Hite checks in for a week, finding the accommodations and meals to be excellent value. The next morning, he returns to the Adventurer's Guild to find work. He is offered three quests: a patrol duty with the city guards, herb gathering, and a support role for an adventurer party. He chooses the latter, as the party is led by Gilbert, and the quest involves hunting dangerous monsters. He prepares by purchasing essential supplies like potions and rations.
Hite joins Gilbert's party, named "Fitil," which includes Cain (a B-rank scout/support), Rosa (an A-rank mage), and Lydia (an A-rank healer/support). During introductions, Cain notes Hite's refined speech, suggesting he's not of common birth. Hite confirms he was a noble's second son, forced to leave his family. The revelation causes a brief awkward silence, but the arrival of food shifts the mood. The party discusses their roles and Hite's combat capabilities. Gilbert, impressed by Hite's performance in a brief sparring session, decides to include him in the monster hunt, assigning him to protect Rosa. The target is a pack of Ogres, led by a stronger variant, posing a significant threat. Despite Hite's inexperience, Gilbert believes he can handle the role of a buffer and learn from the experience, emphasizing that Hite should prioritize his own survival and report any overwhelming threats. Hite, though apprehensive about the dangerous assignment on his first day, accepts the challenge.