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Crimson Tower

Daimon Crimson, a vampire who had lived for centuries in a modern world where vampires were considered legends, found himself bored to death with nothing to challenge him, despite his eternal life. As the strongest vampire, no one could match him in combat, leaving him unfulfilled until a momentous day arrived. World Towers suddenly materialized all over the world, interconnected structures that had to be conquered to save the world from destruction. Upon entering one of these towers and facing the monsters within, Daimon experienced an unparalleled thrill. He was ecstatic to discover that the monsters were remarkably powerful, finally providing the excitement he had been yearning for all this time.

HaozDancer · Fantasie
Zu wenig Bewertungen
213 Chs

One Month Growth

One month had swiftly passed since the players had set foot on the second floor, a realm of verdant forests and bustling cities.

As the sun rose and set over this new land, a transformation took place.

No longer were they just individuals seeking their way through the tower; they had become adventurers, a collective force striving for power and growth.

The dungeons that dotted the second floor became their proving grounds.

With the impending opening of the gate to the third floor, the players recognized the urgency to strengthen themselves.

Each dungeon was a challenge waiting to be conquered, a source of power waiting to be harnessed.

The players, now united by a common goal, embarked on these trials together.

But amidst this shared mission, the dynamics began to shift.

The once-solid alliance that had been forged on the first floor, driven by the threat of the Yellow Goblin Villages, began to fray.

The leaders of the forces, while still connected by their shared journey, recognized the need to prioritize their own growth.

In a strategic move, the alliance was dissolved, and each force established its own base of operations.

The once-united front gave way to a more individualistic approach.

Eldoria, Serenith, Dracoria, Solara, Glaciera, Terranheim, Mariposa, and Celestia each built their own foundations within the city.

While they weren't adversaries, the nature of the tower and the pursuit of power had led them to chart their own courses.

As the adventurers spent their days in the dungeons, honing their skills and acquiring new abilities, the governing bodies of the world outside the tower began to exert their influence within its walls.

The government established a presence within the city, offering stability and order to a realm otherwise defined by chaos.

A significant change came in the form of a mandate: every player was required to register their identity for a Player ID card.

This card not only granted access to the tower but also ensured that the government had oversight and control.

The entrances to the tower were now guarded by government-appointed officials, ensuring that only authorized individuals could enter.

The power to grant or restrict access lay in the hands of the force leaders and the government, creating a new hierarchy within the tower.

The decision to register and align oneself with a force or the government was a momentous one.

It marked the players' commitment to their path, a declaration of their intentions within the tower.

Some players chose to join the established forces, seeking the camaraderie and direction they offered.

Others opted to align with the government, drawn by the promise of structure and stability.

The city on the second floor buzzed with activity.

The streets were alive with adventurers going about their business, training, socializing, and preparing for the challenges ahead.

The alliances might have shifted, but the spirit of camaraderie persisted.

Players shared stories of their dungeon conquests, exchanged tips and strategies, and formed new bonds.

As the players adapted to their roles as adventurers and navigated the evolving landscape of the tower, one thing remained constant: the looming specter of the gate to the third floor.

It was a countdown, a beacon of change and uncertainty.

And while the landscape had shifted, the desire for power, growth, and triumph remained unaltered.

Within the city's streets, the leaders of the forces and the government moved with purpose.

They had evolved from being just players to becoming leaders, decision-makers, and influencers.

Their choices would shape the path of the players, the dynamics of the tower, and the outcome of this unprecedented journey.

The second floor had become a crucible of transformation, a realm where adventurers honed their skills, alliances evolved, and new powers were gained.

With each passing day, the anticipation for the gate to the third floor grew, and the city's streets filled with a sense of purpose and determination.

And as the countdown continued, the adventurers of the tower prepared for the challenges that awaited them, eager to step into the unknown and claim their destinies.

Meanwhile, outside the towering spires of the second floor's city, a man named Daimon reclined in a room filled with an air of casual nonchalance.

His crimson eyes glinted with an enigmatic light as he sipped his drink, watching the news broadcast on a holographic screen before him.

The world outside the tower continued to move, unaware of the trials and transformations within.

After his triumphant battle against the Hobgoblin King, Daimon found himself relishing in leisure.

The tower had become his battleground, his arena for both challenge and amusement.

The victories against formidable foes were satisfying, but the intervals of respite were equally valuable to him.

Daimon chuckled as he watched the news report, a hint of amusement tugging at his lips.

The reports spoke of the government's efforts to establish control and regulations within the tower.

He leaned back, his crimson gaze fixated on the screen as he sipped his drink.

"To think that they tried to exert control," Daimon mused aloud, his voice laced with a mix of amusement and disdain. "But unfortunately for them, I am not one to be controlled."

Daimon's existence was an anomaly within the tower.

A being born of a fusion between his vampire lineage and the tower's essence, he possessed a power that defied easy categorization.

The attempts to regulate entrance into the tower were futile in his eyes.

"Entrance to the tower becomes easy when those guarding it are individuals like them," Daimon remarked, his words a blend of amusement and mild arrogance.

He reached for a snack, his movements leisurely as he continued to watch the news unfold on the screen.

For Daimon, the tower was a realm of both challenge and indulgence.

The battles within its walls were a testament to his strength and resilience, a canvas upon which he could paint his mastery.

And beyond the tower's reach, he reveled in the quiet moments of enjoyment, savoring each bite of his snack and each sip of his drink.

As the news report continued to detail the developments within the tower, Daimon's attention remained focused.

He was not a mere spectator; he was a player of the grand game, a participant in a journey that would shape the fate of both the tower and the world beyond.

"After defeating bosses, leisure times are the best," Daimon mused, his voice carrying the weight of experience.

He leaned forward, his gaze never leaving the holographic screen.

The challenges were what brought him to the tower, but the moments of leisure were what kept him rooted in its ever-changing landscape.

The room was filled with a quiet sense of tranquility, a stark contrast to the battles that raged within the tower's walls.

As the news continued to play, Daimon's thoughts wandered. He contemplated the city, the dungeons, the evolving alliances, and the countdown to the opening of the third floor.

With a final sip of his drink and a satisfied sigh, Daimon reclined once more. He leaned back, his eyes closing briefly as he allowed himself a moment of relaxation.

The tower was his domain, a realm of challenge, triumph, and the pursuit of power.

And as the world outside carried on, Daimon remained a force to be reckoned with—a player whose actions would reverberate far beyond the tower's confines.