-The village-
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Draw 1 provision from your inventory.
After a few far too long hours, which feel like a whole day, you notice how the river is getting faster and more merciless. It holds out for a while, but after just a few minutes, a few small pieces of wood come loose from the boat. Before it can disintegrate any further, you decide to go ashore. With great difficulty, you make it to the shore. The boat doesn't seem to be completely broken, but it seems impossible to continue.
You notice that there is a village in front of you and you wonder if you could find someone to repair the boat. Perhaps you could also replenish your supplies and sell useless items.
The first thing you notice is a building that is making strange noises. It sounds as if someone is beating metal on metal and you conclude that this must be a forge.
Then you notice another building. Glowing lettering and flashing patterns characterize it, although it looks cold and impenetrable. Some men and women leave the building and you hear snatches of gambling. This appears to be a gambling hall, if such a thing even exists in this world.
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The village also has an inn, as the words “To the blue Ocean” are emblazoned on another stone house. You remember the “Fantastic Knight” and wonder if they can provide you with food here too.
Further along, you discover a small and neglected harbor, but you can hardly see any boats. The air in this part has an unpleasant smell of fish. You may be able to buy and sell fish there.
A transparent hut has been erected next to it, whether made of glass or pure magic you don't know. Despite the long journey, you have no idea which things were made by hand or conjured. Inside the building, you discover some plants, trees and strange boxes. You wonder what they are all about?
At the end, you spot a lonely and abandoned craftsman offering his services. Perhaps he can repair the boat.
This is the last stop before a final battle. So make sure you have enough weapons and protective instruments with you and sell any useless items.
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- If you want to go to the forge, do so in section 265.
- If, on the other hand, you want to try your luck at gambling, enter the building in section 266.
- If you'd rather try your luck at the inn, go to section 332.
- If you go to the harbor instead, expose yourself to the unpleasant smell in section 350.
- If you want to take a closer look at the glass house, do so in section 351.
- If you go directly to the craftsman, speak to him in section 352.