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The Hunter's Guide to Monsters

He was weak, he was depressed, he was a loser. He wasn't even Lvl 10 in the game when Earth was destroyed in the Quake and the players of Redlands were transmigrated to the fantastic world of Zushkenar. But he lived, learned, and died again. Now, he was back on Earth, one year and three months before the Quake. Deciding to rejoin the game earlier and with greater focus, what changes would he bring with his actions? What life would he live? * There's a map for the lands of Zushkenar posted on the DeviantArt website: https://www.deviantart.com/kilrain/art/Hunters-Guide-map-cities-grid-b-877682076 It's not complete, but it'll give an idea of the general geography. * The background image for the cover is part of a landscape by moinzon taken from pixabay.com

Jin_Daoran · Game
Peringkat tidak cukup
136 Chs

The Runaway (3)

Seeing the city of Tvarglad again filled Krow with nostalgia, exceeding nostalgia.

It was a walled city, with nine walls separating the city into concentric circular areas.

The four gates at secondary points of the compass further subdivided the city with four primary roads cutting through each area, culminating in four large public squares in the second circle.

The innermost circle was the Sacred Wood, a forbidden forest spanning an area of thirty or so square kilometers.

The Primar's residence lay within, as well as Kombar's Arena where the nobles would duel over disputes under the eyes of Kombar of Creation, deity of alchemy and change, shapeshifter, often represented by a six-legged chimera, often satiricized as god of Beasts.

Between each wall, there was one to two kilometers of space divided into quarters by the roads.

Most of it was woodland, with city buildings clustering around the primary roads.