Ch. 361Magic Goddess Ah!!!

Chapter Summary: “Magic Goddess Ah!!!”

Key Plot Points and Events

  • After the Blood Moon Witch instance, players complain about its excessive difficulty and convoluted design. William, however, remains extremely popular, with fans defending him from criticism.
  • Players become fascinated by William’s baldness, noticing that he has grown stronger after going bald three times. This leads many players to shave their heads, forming the eccentric “Baldhead Gang” in the hope that baldness will increase their strength.
  • William’s hair quickly grows back because he used Water of Life, revealing that his baldness was not the true source of his power.
  • William visits Moxis at the Divination House, intending to improve their relationship and obtain magical supplies before traveling to the Far North.
  • He shamelessly requests offensive Fire Scrolls, an Ice Element Forbidden Spell, Poison Potions, and Random Teleport Scrolls. Although Moxis initially mocks his plans, she eventually provides everything he asks for.
  • Moxis warns that William’s upcoming adventure will involve both tremendous danger and great rewards. She refuses to specify where the danger lies, explaining that revealing it could alter fate and cause danger to strike elsewhere.
  • After William leaves, Moxis reveals her true identity and appearance: she is actually a woman, the former Magic Saintess and reincarnation of the Goddess of Magic. She had previously disguised herself as a man to evade the Magic Sanctum and avoid unwanted romantic attention.
  • Moxis summons the Blood Moon Witch, who has revived as a true Archmage and now worships Moxis with absolute devotion. Moxis orders her to accompany William through the Frost Empire but return if he ventures farther north.

Character Developments

  • William: Remains resourceful, shameless, and willing to prepare extensively for danger. Despite joking around with Moxis, he takes the prophecy seriously and admits that he does not want to die needlessly.
  • Moxis: Is revealed to be the powerful female Magic Saintess and Goddess of Magic reincarnation. Her curse has been lifted, restoring her female body and allowing her to regain greater power. She also demonstrates deep concern for William’s safety while maintaining her sarcastic and irritable personality.
  • Blood Moon Witch: Has become a true Archmage after revival and now treats Moxis as her master and object of religious devotion, reversing the relationship she once had with her own followers.
  • Players: Their obsession with William produces the humorous “baldness makes people stronger” superstition and showcases their tendency to imitate powerful figures without understanding the real cause of their abilities.

Significant Themes

  • Appearance versus reality: William’s baldness is mistaken for the reason behind his strength, while Moxis’s masculine identity conceals her true nature.
  • Mysticism and imitation: Players embrace an irrational belief in baldness as a shortcut to power, parodying superstition and blind trend-following.
  • Fate and uncertainty: Moxis’s divination suggests that great opportunities are inseparable from danger, while her refusal to reveal specifics emphasizes the instability of destiny.
  • Hidden identities and transformation: Moxis’s restored body and concealed history deepen the story’s focus on disguises, curses, reincarnation, and the difference between a person’s appearance and identity.
  • Loyalty and worship: The Blood Moon Witch’s devotion to Moxis demonstrates the power of faith and the reversal of former master-follower relationships.

Character Interactions

  • William and the players are connected indirectly through the baldness craze, with their misunderstanding becoming a source of comedy.
  • William and Moxis exchange sarcastic insults and requests, but their banter reflects growing familiarity and friendship.
  • Moxis’s concern that William may be captured in the Far North reveals a protective side beneath her harsh demeanor.
  • The Blood Moon Witch addresses Moxis with total reverence and obeys her command to protect William, establishing a new alliance between the three characters.

Ch. 362Dawn City Lord's Little Reputation

Chapter Summary

Key Plot Points and Events

  • William reflects on his mutually beneficial relationship with Moxis. Although he often obtains powerful resources and spells from her, he has also given her valuable items, including the Blood Moon Witch, a Legendary Dragon Crystal, and a Demon Lord’s Essence Blood. Their relationship has strengthened through this balanced exchange.
  • William suspects that Moxis is a reincarnated deity, likely the Goddess of Magic, but does not know she has regained her female form. Regardless, he intends to treat her the same way and remains determined to avoid romance until after turning thirty.
  • Two Players make a vulgar joke about William’s maturity and lose twenty favorability points with him. William reveals that he regularly monitors the Forum and keeps a list of people who insult him, threatening to deny them future hidden quests.
  • William prepares an expedition to the Frost Empire. He selects Burning Ash for his advantage against Ice-element professionals, Old Pi for his curse-enhanced combat ability, and Legolas to benefit from the Far North’s powerful winds.
  • He invites Annie, who is secretly cultivating intensely and sleeping during the day. After jokingly trying to wake her with a blade of grass, William brings her along to see snow. Her Unicorn companion protects her and is intimidated when William threatens it with horse meat.
  • William, Annie, Old Pi, Legolas, Burning Ash, and the Unicorn travel through several portals toward the Frost Empire. An unidentified Blood Shadow secretly follows them.
  • Meanwhile, Players from the Glory Club pursue an S-Plus quest involving vampires in the Emerald Grand Duchy. They hope to gain Contribution Points and discover information about the remaining Crimson Blood maps. Their actions are expected to contribute to a future war involving the Emerald and Lanyu Grand Duchies, Dark Night City, and William.
  • While passing through the Pacification Empire, William encounters Second Prince Caesar Zhi Ge. Caesar invites him to travel together to the Frost Empire and waives the group’s expensive portal fees, saving William at least 500 Gold Coins.

Character Developments

  • William is shown as calculating but fair in his dealings, valuing reciprocal relationships rather than simply exploiting others. He is also ambitious, disciplined, highly sensitive to insults, and humorously vindictive toward Players who slander him.
  • Moxis is further confirmed by the author to be the reincarnated Goddess of Magic. The chapter emphasizes the many hints surrounding her identity and feminine nature.
  • Annie is revealed to be training extremely hard, reversing her sleep schedule. She is also more cautious than before, dressing heavily after nearly freezing during an earlier visit to a snowy region.
  • The Unicorn remains fiercely protective of Annie but is comically terrified of William’s threats to eat horse meat.
  • Caesar Zhi Ge is portrayed as friendly, generous, and politically perceptive. He recognizes William’s growing prestige and treats him with respect.
  • The Glory Club Players become more proactive, pursuing vampire-related objectives independently rather than relying on William for quests.

Significant Themes

  • Reciprocity and trust: William and Moxis’s relationship improves because both sides contribute valuable resources.
  • Reputation and power: William’s achievements have made him one of the most respected members of the younger generation, even among proud imperial elites.
  • Political consequences: The Players’ vampire-hunting activities and the conflict surrounding Dark Night City foreshadow a larger war.
  • Humor and authority: William’s status as a powerful lord contrasts with his petty reactions to gossip and his playful bullying of the Unicorn and Annie.
  • Hidden identities and foreshadowing: Moxis’s divine identity is explicitly confirmed, validating earlier clues throughout the story.

Character Interactions

  • William and the Players have a humorous but antagonistic relationship: their careless gossip costs them favorability, while William secretly tracks their insults.
  • William and Annie interact like teasing siblings or close companions, with William playfully disturbing her sleep and Annie immediately recognizing his prank.
  • William and the Unicorn engage in a comic intimidation contest, with the Unicorn protecting Annie and William using horse meat to frighten it.
  • William and Caesar exchange courteous greetings, with Caesar publicly acknowledging William’s accomplishments and offering him free passage.
  • William’s companions—Burning Ash, Old Pi, and Legolas—are selected according to their individual abilities, showing his strategic approach to the coming expedition.

Ch. 363Glacier Kingdom

Key plot points and events

  • William and his companions arrive in the Frost Empire with Caesar Zhi Ge, then part ways with him and travel through a Portal to the Glacier Kingdom’s northern capital.
  • They reach the capital as a blizzard begins. Two Portal guards are roasting game and sweet potatoes over a brazier, reflecting the Far North’s informal, rough-edged culture.
  • William hires one of the guards, Olaf, as a guide. He tells Olaf to take them shopping for winter clothes, but insists on buying the most expensive items rather than the cheapest.
  • The party buys lavish fur clothing, spending over 60,000 gold coins. Olaf is astonished by their wealth and delighted to receive a coat as a gift.
  • William announces that their next destination is farther north, despite the worsening storm. Olaf agrees to lead them.

Character developments and interactions

  • William remains composed and confident in the extreme cold, thanks to his Diamond Body. He is generous with money but also careful about keeping the group’s identities and mission discreet.
  • Olaf, a blunt, practical Portal guard, becomes their guide. He offers local knowledge and advice, including a paternal warning to his young nephew about wasting money on brothels. William’s wealth quickly changes Olaf’s impression of the travelers and makes him eager to help.
  • Annie keeps a low profile, bundled up so Olaf cannot identify her as a Moonlight Elf.
  • Burning Ash, Legolas, and Old Pi are unprepared for the cold and shiver badly before buying proper clothing. Legolas chooses an outfit that preserves his freedom to use a bow, while Old Pi picks a comically conspicuous bear-hooded coat.
  • The young Portal guard silently accepts his uncle’s advice and the one gold coin Olaf leaves him.

Significant themes

  • Harsh environment and survival: Far Northern life is shaped by scarcity, severe cold, and reliance on hunting and trade.
  • Cultural contrast: Far Northerners prize directness and fighting over the rules and restrictions of southern cities.
  • Wealth and social conditions: The group’s extravagant spending contrasts with the Glacier Kingdom’s limited trade and modest prosperity.
  • Discretion while traveling: William’s party observes local customs and avoids interfering in unfamiliar situations, keeping their attention on their mission.

Ch. 364Grand Duchy of the Northern Region

Chapter Summary: Grand Duchy of the Northern Region

Key Plot Points and Events

  • William and his companions travel north through the Glacier Kingdom during an extreme blizzard, with temperatures reaching around –50°C.
  • The chapter describes life in the Far North, where alcohol is considered nearly more essential than food because it helps people survive the cold. Most citizens remain indoors, while hunters and fighters venture out to hunt animals, magical beasts, or orcs.
  • The group—William, Annie, Burning Ash, Legolas, Old Pi, Olaf, and their unicorn—reaches the northernmost city of the Glacier Kingdom after traveling from noon until nightfall.
  • Olaf explains that beyond the city lies the Grand Duchy of the Northern Region, a heavily militarized human territory and the first major defense against the Orc Empire. More than two hundred thousand soldiers, mercenaries, and hunters are stationed there.
  • William remembers that, in his previous life, the Grand Duchy was destroyed by a mysterious and deadly curse that killed roughly two million people. The curse is expected to erupt in about a month.
  • William intends to investigate and locate the curse’s source before it spreads. However, he plans to withdraw if he cannot find the source within twenty days, recognizing that even powerful Grandmasters and Title-Bearing Epic experts eventually died from it.
  • The party spends the night at a local inn. The innkeeper provides rooms, food, alcohol, and a heated stable for the unicorn.
  • A humorous dispute over room assignments ends with William/Prince sharing the remaining room with Annie, while Olaf deliberately avoids sharing with William.

Character Developments

  • William is revealed to be motivated less by official rewards than by the system quest and his desire to prevent the catastrophe he remembers from his previous life. Despite his confidence, he remains cautious about the curse’s overwhelming power.
  • Olaf proves practical and somewhat timid, but also trustworthy as a guide. He values immediately useful Gold Coins over Mana Gemstones, explaining that money is more practical in the Far North.
  • Annie appears innocent and playful, worrying about the unicorn and teasing William about his supposed ulterior motives.
  • Burning Ash, Legolas, and Old Pi function as experienced companions, reacting with amusement to Olaf’s bargaining and the awkward room arrangements.
  • The unicorn is portrayed as intelligent, powerful, and mischievous, attempting to enter the inn before being forced into the heated stable.

Significant Themes

  • Survival in harsh environments: The extreme cold shapes every aspect of northern life, from architecture and population distribution to the importance of alcohol.
  • Preparation against impending disaster: William’s foreknowledge creates urgency, as he seeks to prevent a catastrophe that history previously treated as unavoidable.
  • The limits of power: The curse is dangerous enough to kill even Epic-level experts, emphasizing that strength alone may not guarantee survival.
  • Practicality versus abstract value: Olaf’s preference for Gold Coins over Mana Gemstones highlights the difference between theoretical wealth and resources that are immediately useful.
  • Humor amid danger: Lighthearted exchanges about the inn, the unicorn, payment, and sleeping arrangements balance the grim threat of the coming curse.

Character Interactions

  • Olaf serves as the group’s guide and explains the political and military importance of the Grand Duchy.
  • William offers Olaf Mana Gemstones as compensation, but Olaf counters by asking for Gold Coins, leading the others to view him as comically cheap.
  • William pays the innkeeper generously in exchange for the best available food and alcohol, despite Olaf’s doubts about the value of the local provisions.
  • The unicorn’s attempt to follow Annie into the inn results in it being relegated to the heated stable.
  • Olaf jokes about sharing a room with William, provoking an intimidating reaction before retreating.
  • Prince claims the last available room with Annie, while Annie jokingly warns him that he will not be allowed to sleep on the bed.

Ch. 365Spatial Overlap in the Dark World

Key plot points and events

  • After a blizzard clears, William’s group sets out north, guided by Annie’s unusually high Luck Value. They fly because deep snow has made the roads impassable.
  • They reach a strangely quiet hunting town marked by black bloodstains. William returns the frozen body of Arat, a local hunter who died in the blizzard while seeking Demon Hunters.
  • Captain Hunter explains that animals began dying about a month earlier. Some had black blood and later reanimated; a Northern Bear also returned to life. The town killed the creatures, but a soldier was bitten and is now turning black.
  • William uses a drop of the Water of Life to heal the soldier, then questions the townspeople about the monster responsible. They describe a large, fast, four-legged creature with four claws that has not attacked humans.
  • William connects the strange deaths, black blood, poisonous mist, and creature to Abyssal Creatures and a future Spatial Overlap between the normal world and the Dark World. Realizing the threat may be far beyond the group’s abilities, he decides they should flee and alert the Frost Empire.

Character developments and interactions

  • William continues to rely on Annie’s luck, patiently delaying their departure so she can sleep and following her chosen direction.
  • Olaf discovers that their “white horse” is a winged Unicorn and privately marvels at William’s restraint around Annie.
  • Captain Hunter and the townspeople initially fear the travelers but become more trusting when William returns Arat’s body and offers help.
  • William shows compassion by saving the bitten soldier, though he also hopes the gesture will encourage the town to share information.
  • The soldier’s fear makes his infection worsen rapidly, prompting William to act immediately.

Significant themes

  • Luck versus knowledge: Annie’s fortune guides the journey, but William must still interpret evidence and make difficult decisions.
  • Compassion and pragmatism: William helps the infected soldier while weighing the danger and gathering information.
  • Fear and community: The town’s panic eases when people recognize the travelers as helpers, but fear returns when the soldier’s infection is exposed.
  • The limits of individual heroism: William recognizes that a Spatial Overlap is a large-scale threat requiring the Frost Empire, not a problem his group can safely handle alone.

Ch. 366Networking by Royal Decree

Plot and key events

  • William concludes that the strange deaths and “curses” in the Grand Duchy of the Northern Region are caused by an unstable Spatial Overlap between the Surface World and the Abyss World. Their conflicting rules have harmed both people and Abyssal Creatures, turning the region into a wasteland.
  • Believing the crisis may worsen, William abandons his investigation and warns Hunter, the village captain, to evacuate the townspeople to a nearby city. Hunter hesitates because the villagers are rooted to their home.
  • William sends a warning to Caesar Zhi Ge in the Frost Empire, asking him to alert its leaders and bring in powerful Spatial Mages. Caesar agrees, recognizing that the warning could strengthen his negotiations with the Frost Emperor.
  • After leaving the region, William redirects the group to the Frost Forest. His real additional purpose is to deliver a box from the Black Leaf Elf King and build connections with the Snow Elves.

Character developments and interactions

  • William acts decisively when he recognizes the danger, but leaves the villagers’ choice to them after giving his warning. He also shows political savvy: he uses Caesar as a trusted intermediary because William himself has little influence in the Frost Empire.
  • Hunter and the villagers distrust the abrupt retreat and are reluctant to abandon their homes. William does not force them to leave.
  • Caesar Zhi Ge sees a mutual benefit in passing along William’s message: it may help avert disaster while improving his own diplomatic position.
  • Olaf knows the way to the Frost Forest but not how to locate the Snow Elves; William confidently takes the lead.
  • William jokes that he may be a potential successor to the Black Leaf Elf King, giving his diplomatic assignment a humorous, self-important edge.

Significant themes

  • Responsibility and limits: William warns the villagers and alerts the Frost Empire, but accepts that he cannot compel others or solve the crisis himself; a Saint may ultimately be needed.
  • Cooperation and political leverage: Sharing vital information can serve both public safety and personal diplomacy.
  • Lost history and looming danger: The Spatial Overlap may echo ancient conflicts from the Mythic Era, while the unexplained gap between that era and the Dragon Era hints at buried truths.
  • Humor amid danger: William’s teasing descriptions of northern creatures and his boastful ambitions contrast with the serious threat facing the region.

Ch. 367Behemoth versus Frost Giants!

Chapter 362 Summary: Behemoth Fights Frost Giant!

Key Plot Points and Events

  • William and his companions travel through the constantly snow-covered Frost Forest, flying low over the ground to avoid obstacles and search for tracks.
  • Olaf explains the nature of the Icefield Snow Trees, whose crystalline outer layers protect them from the cold. He also reveals his past as a former scout captain who was punished for disobeying orders while trying—and ultimately failing—to save his hometown from Orcs.
  • Olaf further explains that he later married the widow of his deceased brother-in-arms and raised her son, offering a mixture of tragic history and darkly humorous personal commentary.
  • The group hears a huge battle and discovers three Frost Giants fighting a massive, berserk Behemoth.
  • The Behemoth overwhelms the Frost Giants, brutally beating their leader and ripping the axes from the other two Giants after they injure it.
  • The Frost Giants hesitate to kill the creature because their peoples have a longstanding pact never to harm one another. However, the Behemoth appears mentally unstable and continues attacking them.
  • Three Snow Elves attempt to restrain the Behemoth with magic ropes and Ice Magic but fail.
  • William intervenes at the last moment, striking the Behemoth with overwhelming physical force. He knocks it unconscious with two punches without killing it.
  • After realizing William is a Black Leaf Elf acting under the authority of the Black Leaf Elf King, the Snow Elves invite him and his companions into their territory.
  • The Snow Elves freeze the Behemoth so it can be transported to the Frost Giants’ homeland, where they hope to determine what caused its abnormal behavior.

Character Developments

  • William demonstrates his confidence, curiosity, and tendency to seek out danger, immediately approaching the battle despite Olaf’s warnings. His immense strength is revealed when he defeats the thirteen-meter Behemoth with only two blows.
  • William continues jokingly presenting himself as a Ranger, despite clearly possessing extraordinary close-combat power. His strength leaves both the Frost Giants and Snow Elves stunned.
  • Olaf is shown to have a painful past. He once disobeyed military orders to save his home but failed, losing his family and friends and suffering demotion as a result. Despite this tragedy, he has rebuilt his life with another family.
  • The Frost Giant leader shifts from confidence to desperation as the Behemoth nearly kills him. He remains concerned about the ancient pact between Frost Giants and Behemoths but is ultimately forced to accept outside help.
  • The Snow Elves are established as capable but cautious magical beings. Their attempts to restrain the Behemoth fail, but they recognize that something is wrong with it and offer assistance.
  • Annie remains close to William, accompanying him as he accepts the Snow Elves’ invitation.

Significant Themes

  • Duty versus personal morality: Olaf’s story explores whether obeying military orders is more important than attempting to save one’s family and homeland.
  • The consequences of trauma and failure: Olaf’s punishment and losses continue to shape his life, though he eventually finds a new family.
  • Strength and restraint: William displays overwhelming power but deliberately stops short of killing the Behemoth, emphasizing control rather than simple destruction.
  • Ancient alliances and mutual respect: The Frost Giants refuse to kill the Behemoth because of their traditional pact, even when it attacks them.
  • The mystery of altered behavior: The Behemoth’s berserk state suggests an unknown external cause, setting up a potential investigation.
  • Cultural misunderstanding and humor: William’s claim to be a Ranger contrasts amusingly with his monstrous punching power, while Olaf’s grim personal history is undercut by his blunt and irreverent remarks.

Important Character Interactions

  • William and Olaf discuss Olaf’s military past, creating a contrast between William’s skepticism and Olaf’s tragic personal history.
  • The Frost Giant leader orders his companions to attack the Behemoth, but they remind him of the pact forbidding them from killing it.
  • The Snow Elves try to restrain the Behemoth before William steps in and saves them from being crushed.
  • After the fight, the Frost Giants question William’s class and abilities, while William humorously insists that he is a Ranger.
  • The Snow Elves recognize William’s identity and invite him into their realm, beginning his interaction with the Snow Elf society.

Ch. 368Elven Covenant, Ten-Year Blood War Arc

Plot points and events

  • William and his companions arrive in the Snow Elves’ immense, wintry capital. Its beautiful ice-built surroundings conceal a hard frontier society, accustomed to fighting Orcs and other threats.
  • Annie reconnects with Alanna, a Snow Elf Mage, and they talk as the group travels through the city.
  • At the guardian sacred tree, William reflects on the power of the ancient trees and the World Tree Sapling he hopes to protect.
  • William is admitted to Queen Bernice Frost’s hall and delivers a sealed box sent by the Black Leaf Elf King. Inside is a leaf-paper document titled “Elven Covenant.”
  • Bernice announces that, beginning the next day, all Pure-Blood Elves on the Legendary Continent will prepare for war. They will open the Portals, create a mutual-defense alliance, and fight the Dark World’s servants—specifically Orcs and Demons.
  • William recognizes the announcement as the beginning of the Ten-Year Blood War, a conflict that, in his past-life knowledge, destroyed the Orc Empire. He suspects the Frost Empire may join this time, potentially changing the war’s course.

Character developments and interactions

  • William remains cautious and observant. The World Tree Sapling’s value—and his inability to protect it alone—troubles him. He also realizes the war may unfold differently from what he remembers.
  • Annie and Alanna quickly establish a warm, lively rapport. Annie recalls her childhood visit to the Snow Elf city, when she hid indoors from the cold.
  • Burning Ash and Old Pi discuss how small and underdeveloped Dawn City seems beside the Snow Elf capital. Old Pi teases William about bringing new residents to his city; William privately considers whether he could attract Snow Elves too.
  • Queen Bernice treats William with formal courtesy and authority. Though his interface registers a dramatic rise in her favorability, he recognizes it as respect rather than romantic interest and remains properly deferential.

Significant themes

  • Strength forged by hardship: The Snow Elves’ harsh northern environment has made them more disciplined and battle-ready than other Elven peoples.
  • Unity against a greater enemy: The Elven Covenant turns a diplomatic delivery into a continental alliance against the Dark World’s forces.
  • Power and responsibility: William’s thoughts about the World Tree Sapling highlight the danger of possessing something valuable without the strength to defend it.
  • The past versus a changing future: William’s knowledge of the coming war offers an advantage, but the possible involvement of the Frost Empire means events may no longer follow the history he remembers.

Ch. 369SS+ Super Main Quest.

Chapter 364 Summary

Key Plot Points and Events

  • William receives the

SS+ super main quest, “Elven Covenant: Ten-Year Blood War.”

  • The quest is activated because the three Pure-Blood Elven clans have renewed their ancient alliance from the Second Era. Their goal is to:
    • Destroy the Orc Empire in the Far North.
    • Prove the resurgence of the Pure-Blood Elves.
    • Reclaim political influence and the right to speak on the Gods Continent.
  • The war will begin in three months and last for ten years.
  • William recalls that, in his previous life, the Elves eventually won. Though their strongest forces survived, the war caused heavy casualties among lower-ranking soldiers and greatly strengthened elven combat ability, discipline, and unity.
  • William realizes that the Elven Covenant is only an alliance, not a true merger. The three Elven kingdoms remain divided because their rulers are too ambitious to submit to one another.
  • He considers the potential significance of the World Tree, believing it could become the symbol capable of uniting the Pure-Blood Elves under one ruler.
  • Queen Bernice Frost permits William to bring his Undying Chosen Ones into the war. She regards them as useful for dangerous or suicidal missions, while ordinary elven legions will handle conventional battles.
  • William reports the quest to Burning Ash, Annie, Old Pi, and Legolas. The group agrees to participate after resolving the Emerald Grand Duchy situation.
  • The chapter ends with William leading his companions to hunt a white dragon, both for food and to reinforce his identity as a dragon slayer.

Character Developments

  • William becomes highly motivated by the quest’s enormous strategic and personal potential. He sees the war as an opportunity to gain rewards, strengthen his forces, and possibly unite the Elves through the authority of the World Tree.
  • His knowledge of his past life continues to sharpen as his power increases, allowing him to remember the eventual outcome and broader consequences of the war.
  • William also demonstrates his talent for manipulating player motivations. He understands that the Chosen Ones will accept repeated deaths as long as they receive adequate rewards.
  • Queen Bernice Frost develops a more favorable opinion of William. His willingness to deploy his Undying Legion on dangerous missions convinces her that, despite being a half-elf, he possesses the dedication and values of a Pure-Blood Elf.
  • Bernice also reveals that she has secretly observed the Chosen Ones and recognizes their unusual behavior, including their synchronized disappearances and strange language.
  • Annie appears unsurprised by the covenant, suggesting she already understands the Elves’ long-term plans and the difficulty of reclaiming Moonlight Island.
  • Old Pi eagerly pledges to follow William into battle, though William privately worries that Old Pi’s notoriously low Luck Value may bring him trouble.
  • Burning Ash takes on a practical role by asking whether William has truly decided to participate in the war.

Significant Themes

  • War as a source of strength: The Elven Covenant argues that prolonged conflict can forge stronger warriors, deepen unity, and restore a people’s former glory.
  • Unity versus ambition: Although the three Elven clans cooperate, their individual rulers’ ambitions prevent them from forming a single empire.
  • Leadership and legitimacy: The World Tree represents an almost sacred source of authority that could legitimize one ruler’s attempt to unify the Elves.
  • The expendability of soldiers: William and the Elven leadership view the Undying Chosen Ones as ideal tools for dangerous missions because they can resurrect, though the chapter acknowledges that excessive deaths can damage their morale and effectiveness.
  • Political resurgence: The war is not merely a military conflict; it is part of the Elves’ effort to regain influence in the Fourth Era and compete with the Humans and Winged Folk.
  • Memory and destiny: William’s recovered memories give him insight into the future, but they also emphasize the gap between what he knows and what he can still change.

Character Interactions

  • Bernice informs William of the upcoming war and instructs him to prepare his forces. She later pats his head and praises his maturity after hearing how he intends to use the Chosen Ones.
  • William presents himself as a loyal servant of the Elven cause, telling Bernice that his Undying Legion can handle suicide missions.
  • William shares the quest details with his trusted companions. Burning Ash questions his commitment, while Old Pi enthusiastically promises to follow him.
  • Annie’s reaction hints at a deeper understanding of elven politics and the Moonlight Elves’ need for a younger Saint capable of reclaiming Moonlight Island.
  • William jokes internally about Old Pi’s bad luck, then redirects the group toward hunting a white dragon before the coming war.

Ch. 370The Dopey White Dragon

Key plot points and events

  • William uses his status as a Black Leaf Elf prince to gather reports of White Dragon sightings and chooses the Ice Lake in the Frost Forest as the best hunting ground.
  • The squad arrives and waits in hiding. When a Frost Dragon appears carrying two frozen Frost Bears, William studies her with Insight: she is a level 135 Master-tier Young Dragon, nearly an Adult, with 735,400 HP.
  • William prepares an enchanted heavy crossbow, assigning Olaf to draw it and Legolas to aim. He plans to provoke the dragon by stealing and eating her prey, trusting that she will attack and give the squad a clear shot.

Character developments

  • William shows confidence and tactical preparation, but also recognizes that dragons are exceptionally dangerous and that he cannot assume victory.
  • Annie makes the key choice of destination, while Olaf and Legolas take on the crossbow roles. The squad’s trust in one another is evident.
  • William’s plan highlights his bold, theatrical approach: rather than wait indefinitely, he intends to bait the dragon directly.

Character interactions

  • Snow Elves readily share information with William because of his identity and status, illustrating how differently he is treated from ordinary players.
  • William consults Annie on where to hunt, then gives Olaf and Legolas specific instructions for the ambush.
  • Olaf questions the waiting strategy, and Old Pi reacts with surprise at the dragon’s size. William answers by explaining her tier and outlining his plan.

Significant themes

  • Status and privilege: William’s reputation and position open doors that would be difficult for ordinary players to access.
  • Preparation and risk: The squad brings specialized equipment and studies the dragon, yet the hunt remains dangerous.
  • The natural world: The Ice Lake’s food chain and the animals’ survival strategies establish the harsh, interconnected ecosystem where the dragon hunts.
  • Power and progression: William’s explanation of tier advancement emphasizes that levels and physical strength can continue to grow even when someone cannot advance to a higher tier.

Ch. 371Slay That Dragon-Headed Bastard!

Plot points and events

  • Acris, a Frost Dragon, spots William trying to take a frozen bear and cook it on the ice. He decides to attack, angered that the human is treating his food—and his Dragon Breath—with disrespect.
  • Acris bursts through the ice to swallow William, but William dodges. Olaf and Legolas’s heavy arrow strikes the dragon’s head, and William follows with a powerful Thunder Slash.
  • William and the rest of the Dragon-Slaying Squad—Annie, Burning Ash, and Old Pi—attack Acris. The dragon fights back with Ice Breath, a frost tornado, and a roar that knocks the group away.
  • Acris unleashes a Pseudo-Forbidden Spell that freezes the battlefield, weakening the hunters’ movement, attacks, and defenses. William answers with his full Thunder-enhanced power, rushes through the dragon’s breath, and stuns him with Thunder Strike.
  • The squad pours on damage while Acris is paralyzed. As the dragon tries to flee, William closes in, but Burning Ash lands a devastating final slash that knocks Acris’s head onto the ice.
  • The group is impressed by Burning Ash’s hidden ultimate move. William, however, is furious: Burning Ash may have stolen the dragon’s kill, and with it the experience and Dragon Slayer title.

Character developments and interactions

  • Acris begins as a contented, food-loving dragon, but his pride and anger over William’s apparent theft of his meal push him into a deadly fight. His confidence gives way to desperation once the hunters overwhelm him.
  • William shows quick reflexes, resilience, and escalating power, ultimately battling Acris at close range. His triumph is undercut by comic resentment when Burning Ash appears to claim the finishing blow.
  • Burning Ash reveals that he has been saving a powerful attack, surprising the others and possibly taking the kill from William.
  • Annie and Old Pi support the assault with strong attacks; Olaf and Legolas help initiate the ambush with the arrow and restrain the dragon with its chain.
  • Acris’s attempt to intimidate the squad with his roar fails; despite the danger of his freezing domain, the hunters continue coordinating their attacks.

Significant themes

  • Pride and provocation: A small perceived insult to Acris’s food and dignity becomes the trigger for a full-scale battle.
  • Teamwork versus individual glory: The squad’s combined attacks bring the dragon down, but the apparent dispute over who gets credit highlights competition within the team.
  • Power and escalation: The fight steadily intensifies, from a surprise ambush to a battlefield-wide freezing spell and William’s strongest transformation.
  • Comic irony: Acris treats the encounter as a matter of draconic honor, while William’s final concern is the possibility of losing the rewards for the kill.

Ch. 372Return

Key events

  • William’s Dragon-Slaying Squad quickly defeats a Frost Dragon and stores its valuable corpse. Before they can leave, the dragon’s mother—a Legendary Frost Dragon—arrives and attacks.
  • Annie provides enough Spatial Teleportation Scrolls for everyone, allowing the group to escape through a tunnel just before the dragon strikes. The furious mother vows revenge for her slain child.
  • The team scatters with Random Spatial Scrolls and regroups in Snow Elf territory. William arrives last, suffering a severe frost debuff after a trace of the Legendary dragon’s Ice Breath reaches him inside the tunnel.
  • A Snow Elf Legendary Mage cures him. William then uses the Elven teleportation network to travel home, while Olaf remains behind to decide whether to join Dawn City.
  • After enduring a disorienting journey through an unstable Spatial Tunnel, William sends his companions back to Dawn City and orders Alec’s intelligence department to locate every Vampire in Emerald and the Lanyu Grand Duchy within three months.
  • William reports the mission to the Black Leaf Elf King, partly to establish a habit of visiting his grandfather as he pursues the Elven throne.

Character developments and interactions

  • William shows confidence and tactical concern for his companions, but dismisses his bad luck and blames an experimental teleportation scroll for his injury. His ambition becomes clearer: he intends to build familiarity and influence with the Elven King.
  • Annie’s extra scrolls ensure that nobody has to stay behind, underscoring her preparedness and solidarity with the group.
  • Olaf remains undecided about joining Dawn City, choosing to take time before committing.
  • The Snow Elves are impressed by the squad’s unusually quick success. A female Legendary Mage treats William’s frost injury with conspicuous warmth, partly because she finds him charming and youthful.
  • Old Pi tries to explain the tunnel’s effects with misplaced authority, only to be corrected by a guard: the tunnel is newly opened and unstable. Burning Ash’s questioning prompts Old Pi to fall silent.

Significant themes

  • Pragmatism and survival: The group treats dragon-slaying as a practical response to the harm dragons cause, rather than a simple matter of good versus evil.
  • Power and perspective: The passage challenges the dragons’ assumption that weaker beings’ lives matter less, contrasting their predation with the changing balance of power in the world.
  • Ambition and relationship-building: William’s “filial” visits to the King are also a deliberate effort to strengthen his position as a future ruler.
  • Luck and danger: The squad’s extraordinary luck brings them both rapid success and a far more dangerous encounter than they expected.

Ch. 373The Prince's Blood-Spewing Blowout Sale!

Key plot points

  • After killing a Frost Dragon, William returns to Dawn City with 611 portions of Dragon Blood, a Dragon-Slaying Dungeon Crystal, and other valuable spoils.
  • He chooses an ice-magic Player, Ice Mage, for a “chance encounter” quest. After watching him demonstrate his weak Skills, William gives him a portion of Frost Dragon Blood in recognition of his loyalty and hard work for the Dawn Mercenary Group.
  • Excited Players crowd William, and he announces an auction for ten more portions of Dragon Blood, restricted to prevent resale. He also lists 5,000 jin of Dragon Meat for sale, making small purchases affordable even to ordinary Players.
  • William keeps the Dragon’s other strategic resources and decides to give its Legendary ice-element Dragon Crystal to Moxis, who apparently enjoys collecting shiny objects.

Character developments and interactions

  • William is now a celebrated Elven Prince and Dragon Slayer, but remains calculating: he rewards loyalty, uses sales to benefit Players and himself, and carefully reserves the most valuable materials. His generosity is also partly theatrical and self-congratulatory.
  • Ice Mage is revealed as a diligent, high-contribution member whose combat ability does not match his Elite rank. William criticizes his weakness but validates his service and gives him a life-changing reward.
  • The Players remain devoted to William, hoping to profit from quests, gifts, and rare goods. Their excitement turns to envy and admiration when Ice Mage receives Dragon Blood, then to a buying frenzy when William opens the sale.
  • Moxis, though absent, is characterized through William’s observation that he likes shiny treasures, motivating William’s gift of the Dragon Crystal.

Significant themes

  • Loyalty and contribution: William values service to the faction even when a Player’s combat strength is unimpressive.
  • Reward and commerce: The chapter blends generosity with profit, turning Dragon spoils into both faction benefits and a lucrative marketplace.
  • Power and scarcity: Dragon resources offer rare ways to grow stronger, while William controls access to them and reserves the most valuable items.
  • Humor and misunderstanding: The Players’ unfinished “will you sell?” cries briefly make William think they mean his body, and his mock-grand descriptions of the sale underline the chapter’s playful tone.

Ch. 374A Small Dragon-Slaying Plan: Enough Dragonblood Warriors for a Full Legion!

Key plot points

  • William returns from the Far North after killing a Frost Dragon, and gives Moxis its Dragon Crystal. Moxis eagerly accepts it, then insists his interest is purely scholarly.
  • William suspects Moxis may be a reincarnated deity with a deep connection to the Goddess of Magic. He also believes Moxis escaped the Magic Sanctum’s attempt to make him a vessel for the Lord of Magic, explaining the Sanctum’s long caution and apparent fear of his revenge.
  • William’s affection score with Moxis reaches 961. Hoping to uncover Moxis’s secrets, he plans to keep earning his trust until it reaches 1,000.
  • Using Moxis’s help, William converts 600 Ice Element Warriors with Frost Dragon blood. All survive; many gain Grandmaster or Epic bloodlines, and some become Dragon Speakers.
  • Dawn City now has 1,400 Dragonblood Warriors across Fire, Water, and Ice elements—an exceptionally powerful force, potentially comparable to a conventional army of 100,000. William plans to equip the newest recruits with Frost Dragon gear and powerful manuals.
  • William decides to hunt more Dragons in Nightmare Forest while circumstances allow, aiming to build a full Dragonblood Legion before the coming war in the Far North.

Character developments and interactions

  • William grows increasingly ambitious and strategic. He rewards Moxis, quietly pursues his affection, and focuses on turning Dragon blood and materials into lasting military strength. He also demonstrates a petty streak by threatening to deny Epic equipment to players who spread gossip about him and Moxis.
  • Moxis reveals little directly, but his excitement over the Dragon Crystal and William’s observations deepen the mystery around his identity and past. Their exchange is playful: Moxis masks his enthusiasm, while William pretends to take his scholarly explanation at face value.
  • Dawn City’s Warriors and players gain confidence as the city’s forces grow. The players are astonished by how many powerful Dragonblood fighters can be created at once.

Significant themes

  • Power through preparation: William uses rare resources, specialized equipment, and training manuals to build strength ahead of major conflicts.
  • The strategic value of Dragon blood: Unlike temporary boosts from other Dragon materials, Dragon blood permanently improves warriors, making it a crucial resource and a source of future conflict.
  • Secrets and hidden histories: Moxis’s possible divine identity and conflict with the Magic Sanctum remain unresolved, motivating William’s pursuit of his trust.
  • Foreshadowing and ambition: The Ten-Year Blood War, Dragonkind Rebellion, and Sky City’s descent loom ahead, pushing William to grow stronger while he still has the opportunity.

Ch. 375Emerald Grand Duchy's Outrageous Move

Plot points and events

  • William wants the Blood Dragon Essence held in the Emerald and Lanyu Grand Duchies for his Little Broken Dragon. The Red Fire Kingdom also wants to seize the two vampire-ruled states, and William helps it create a pretext for war.
  • The Red Fire Kingdom spreads false rumors that Brian Chiyan, a marquis’s son who recently visited the Grand Duchies, has been kidnapped by vampires. Brian has actually gone home, but staged clues make Dark City and both Grand Duchies suspect one another.
  • The Red Fire Kingdom’s agents exploit the factions’ existing distrust, while an Archmage’s curse prevents the Grand Duchies from extracting the truth from captured rumor-mongers. The scheme is designed to provoke conflict and clear the way for the Kingdom’s expansion.
  • Seven days after returning to Dawn City, William travels to Emerald Royal City with seven other Grandmaster Legendary Bosses, ostensibly to investigate Brian’s disappearance on an S-Class mercenary mission.
  • At the Portal Hall, an Emerald guild leader threatens the Dawn Players to make a show of strength. Meichuan Neiku kills him, takes his dropped weapon, then claims he was defending William’s honor.
  • William shields Meichuan from the guards and falsely accuses Emerald’s Players of insulting the Black Leaf Elves and Dawn’s mercenaries. An Emerald official placates William and orders the city patrol to control local Players.
  • William promises to report Emerald’s cooperation to the Red Fire Kingdom, then proceeds to meet Emerald’s king.

Character developments and interactions

  • William uses the mission as diplomatic cover, projecting the Red Fire Kingdom’s authority while provoking Emerald’s Players and pressuring its officials. He is calculating and willing to turn a minor street incident into political leverage.
  • Meichuan Neiku, a crafting Player who once admired William, proves opportunistic and bold. He kills the guild leader, then uses William’s protection to escape consequences.
  • Yao Yan Jihuo threatens Dawn’s Players to promote his guild, but his bravado ends with his death and the loss of his weapon.
  • Emerald’s cabinet official chooses appeasement over confrontation, fearing William could help pin the kidnapping on the Grand Duchy.
  • William’s show of force and the official’s deference deepen Emerald Players’ anger toward their own leadership. Some begin to suspect vampires are among the population; others resolve to leave for Dawn City.

Significant themes

  • Manipulation and false-flag politics: The Red Fire Kingdom manufactures a crisis and makes rival factions blame one another.
  • Power and intimidation: William’s formidable entourage gives his mission political weight, while Emerald’s leaders act cautiously to avoid provoking him.
  • Propaganda and public resentment: Rumors and the Portal Hall incident fuel distrust, while the official’s treatment of local Players turns anger against Emerald’s government.
  • Opportunism: The Red Fire Kingdom, William, and Meichuan each exploit the situation for their own ends.

Ch. 376It Was All a Setup, the Basis for Cooperation!

Key plot points and events

  • William and his companions enter the Emerald Grand Duchy’s palace to investigate Brian Chiyan’s kidnapping and possible vampire involvement.
  • William meets King Draculas Emerald, a level-139 Legendary vampire who poses as a human. Their conversation makes clear that the king tolerates wealthy vampire nobles unless they cause trouble.
  • Draculas warns William that he must provide evidence before acting against nobles, and threatens legal consequences if he attacks first.
  • William reveals that he possesses two Blood Dragon Essence Maps—treasures sought by vampires hoping to break their limits and advance beyond Legendary rank.
  • He claims he will use the maps as bait to draw out the vampires involved in Brian’s disappearance, while boasting that his forces and dragon-derived power make him difficult to threaten.
  • Draculas appears to approve, but privately sees an opportunity to cooperate: he hopes to recover Brian and obtain the maps while striking at rival vampire factions.
  • William has deliberately engineered the exchange. By making Draculas believe he can benefit from working with him, William intends to push Emerald into conflict with Dark Night City and the Lanyu Grand Duchy.

Character developments and interactions

  • William is calculating and theatrically provocative. He recognizes Draculas’s ambitions and uses boasts, insults, and the maps’ supposed availability to manipulate him.
  • Draculas maintains a courteous public façade but is ambitious, suspicious, and eager to obtain the maps. His apparent hostility shifts into enthusiasm once he thinks William may be a useful partner.
  • Their conversation is a contest of veiled threats and strategic deception: Draculas invokes the law, while William tests how far he can go and ultimately persuades the king that cooperation serves his interests.

Significant themes

  • Political manipulation and shifting alliances: Both men disguise their real motives, and William turns a kidnapping investigation into leverage in a broader power struggle.
  • Ambition corrupting ideals: Vampires may claim to seek freedom, but the pursuit of power can replace their original goals with domination and expansion.
  • Appearance versus reality: The palace, the king’s humane performance, and the men’s courteous conversation conceal vampire identity and ruthless intentions.

Ch. 377One Scheme After Another

Plot points and events

  • William begins his stay in Emerald Royal City by giving his subordinates a day off, while privately considering how his growing popularity could help him influence or destabilize the Emerald Grand Duchy.
  • His fame is spreading across the Southern Region through Dawn City’s extensive network of paid Bards. As William walks the streets, he gains large amounts of favor from ordinary people, especially women.
  • Players follow William, hoping to trigger a “chance encounter” quest. He stages one by asking a Player to dance; the man’s ridiculous performance earns him a Dark Gold item. The incident excites Dawn Players, annoys Emerald Players, and helps persuade some Professionals to join Dawn City.
  • Over three days, William reviews his memories and records useful quests, plotlines, and NPCs. Meanwhile, his intelligence chief, Alec, spreads the news that William possesses a map.
  • On the third day, William leaves for the Nightmare Forest with seven Grandmasters, apparently to investigate Brian Chiyan’s disappearance.
  • Emerald’s Vampire leader, Draculas, discusses how to obtain the map. He advises caution because William has powerful backing, but plans to verify the map and then pursue the Blood Dragon Essence and the four-map objective.
  • Vampires from Emerald, Lanyu, and Dark City follow William into the forest. William notices them and expects the rival factions to fight, intending to let the victor negotiate with him.

Character developments

  • William reveals himself as both a calculating strategist and a shamelessly vain showman. He exploits his popularity, uses Players and public opinion for political leverage, and deliberately manipulates rival Vampires into conflict.
  • Alec is shown effectively carrying out William’s orders by managing the information campaign around the map.
  • Draculas proves cautious but ambitious: he recognizes the danger of confronting William directly, yet is willing to risk a Vampire war to obtain the maps and advance beyond the Master tier.
  • The Players become increasingly interested in William as a source of quests and rewards, while some Emerald Professionals are drawn toward Dawn City’s open recruitment.

Significant themes

  • Reputation as power: Bards, public favor, and William’s celebrity can attract recruits and potentially foment rebellion.
  • Manipulation and opportunism: William turns a staged “chance encounter” into recruitment publicity, while the Vampires’ competing ambitions become tools he can exploit.
  • Ambition and risk: The Vampire leaders are prepared to endanger their factions for a chance at greater power.
  • Humor and vanity: William’s self-admiration and the absurd dance provide comic contrast to the political and military maneuvering.

Character interactions

  • William gives his men leave and later uses a Player’s performance to entertain and influence the crowd.
  • Dawn and Emerald Players react differently to William’s rewards, fueling rivalry and interest in joining Dawn City.
  • Draculas counsels the Vampire nobles to approach William cautiously rather than attack immediately.
  • William watches the Emerald, Lanyu, and Dark City Vampire groups follow him, setting them against one another rather than confronting them himself.

Ch. 378It’s All Thanks to the Competition!

Chapter 373 Summary: It All Depends on Competitor Comparison!

1. Key Plot Points and Events

  • William and his party—eight Master-Tier Legendary Bosses—enter Nightmare Forest while being pursued by the vampire factions of Emerald, Lanyu, and Dark City.
  • Using his extensive experience digging tunnels, William completely conceals his group underground, hiding more than twenty meters beneath the forest floor.
  • The three vampire factions assume William has secretly allied with one of the other factions, creating widespread suspicion and panic. They are especially concerned that he may obtain the Blood Dragon Essence and help one faction surpass its limits.
  • Members of all three factions begin dying mysteriously while searching the forest. Their bodies are found drained of blood, hacked apart, or beheaded with precise sword strikes.
  • The vampires blame one another, particularly Dark City, whose members are rumored to consume the blood of their own kind. None of them suspect William, believing his only goal is finding Brian Chiyan.
  • Tensions finally erupt when the three factions encounter one another. A chaotic battle involving hundreds of High-Class and Master vampires breaks out, eventually escalating as reinforcements are summoned.
  • William is secretly responsible for many of the earlier deaths. He uses the Blood Sacrifice technique learned from the Blood Moon Witch to drain victims’ blood after killing them, leaving behind evidence that makes the factions suspect each other.
  • After more than two hours, the battle intensifies when approximately ten thousand vampires—including powerful figures such as the Draculas’ King—arrive in Nightmare Forest.
  • Rather than fight directly, William orders Eric to release the final quest of Crimson Blood, calling players to Nightmare Forest to “capture” vampires.
  • William admits that the players will likely die, but intends to exploit the conflict. The players’ arrival will expose vampire nobles in Emerald and Lanyu, create distrust toward existing NPC factions, and encourage players from other factions to join Dawn City.

2. Character Developments

  • William demonstrates his growing strategic ability. Instead of confronting the vampires openly, he hides underground, eliminates isolated enemies, and manipulates the factions into destroying one another.
  • His knowledge and use of Blood Sacrifice show how broadly he has expanded his skill set. He is willing to learn even seemingly unrelated abilities if they can be exploited tactically.
  • William becomes increasingly focused on long-term political and player-related goals. He views the vampire conflict not merely as a battle but as an opportunity to reshape the balance of power across the continent.
  • Eric, Deputy Commander of the Dawn Mercenary Group, is shocked by William’s willingness to send players into a deadly battlefield, highlighting the ruthlessness of William’s plan.
  • The vampire leaders become increasingly paranoid and fanatical. They are willing to sacrifice their own people in a civil war if it gives their race access to the Blood Dragon Essence and the chance to rival humans and elves.

3. Significant Themes

  • Competition and comparison: The title reflects William’s belief that appearing virtuous is easier when rival factions expose their own cruelty and corruption. Dawn City can gain support simply by contrasting itself with the vampire factions.
  • Manipulation and indirect warfare: William wins by controlling information, planting misleading evidence, and allowing enemies to fight among themselves rather than engaging in a direct confrontation.
  • The corruption of institutions: The quest reveals that supposedly respectable nobles and factions may secretly be vampires, causing players to distrust NPC governments and established powers.
  • Players as political forces: William recognizes that the Chosen Ones will eventually become powerful enough to influence major conflicts and seeks to secure their loyalty before that happens.
  • Morality as propaganda: William intends to place Dawn City firmly on the side of “light and justice,” not necessarily through pure altruism, but by using the crimes of competing factions to make Dawn City appear comparatively righteous.
  • Sacrifice for strategic gain: Both the vampires and William treat lives as expendable resources—vampires for racial advancement and William for political influence and player recruitment.

4. Character Interactions

  • The vampire factions repeatedly accuse one another of murdering their members, with Emerald initially blaming Dark City and another vampire suggesting Lanyu may be manipulating the conflict.
  • Emerald’s leader argues that William is more likely to cooperate with them because he first visited the Emerald Grand Duchy and already has commercial ties with them.
  • The three factions’ mutual hatred prevents cooperation and eventually turns their search for William into a massive internal battle.
  • William communicates with Eric from beneath the battlefield and orders him to activate the Crimson Blood quest.
  • Eric questions whether sending players into Nightmare Forest is truly a mission or simply an invitation to die. William confirms that the danger is intentional, explaining the larger political benefits.
  • Through the coming player intervention, William hopes to expose vampire-controlled nobles, turn players against existing factions, and attract them to Dawn City.

Ch. 379Blood Clan Melee, Spatial Rift!

Key plot points and events

  • The three Vampire factions—Emerald, Dark City, and Lanyu—fight a massive, brutal battle in Nightmare Forest. More than fifty Grandmaster-tier Vampires take part, including many with Legendary bloodlines.
  • Draculas Emerald battles rival Grandmasters, heals by drinking another Vampire’s blood, and calls out Osman Losa and Vlad Lanyu. The three leaders reveal that each holds one of the maps and intend to settle their rivalry.
  • Draculas reveals that William is nearby with the fourth map. William and his Burrowing Rat companions emerge from underground, confirming that he had been hiding beneath the battlefield.
  • William tries to justify his actions by explaining that he stirred up conflict to find Brian Chiyan, whom he says the Red Fire Kingdom needs to lift its prince’s deadly curse. Before the Vampires can decide what to do with him, news arrives that hundreds of thousands of Chosen Ones are approaching.
  • William admits he summoned the players to force the Vampire factions to commit to the fight. He throws his map into a tree and escapes while the Vampires scramble for it, triggering even more fighting.
  • As the four maps draw close together, they merge and open a Spatial Rift. Draculas, Osman, Flander, and nearly all the Grandmaster Vampires enter. William returns, retrieves the maps, and follows them through before the rift closes.
  • Left behind without their Grandmasters, roughly twenty thousand high-ranking Vampires are surrounded by hundreds of thousands of player characters, who rush in to capture them.

Character developments and interactions

  • William again relies on deception, improvisation, and the protection of his allies. He presents a political explanation for his actions, then uses the approaching players to distract the Vampire leaders and slip into the rift.
  • Draculas Emerald proves both formidable and ruthless: he kills rival Grandmasters and sustains himself by feeding on a fellow Vampire. He also sees through William’s scheme well enough to expose his hiding place.
  • Osman Losa and Vlad Lanyu, along with Flander, are focused on defeating their rivals and claiming the Vampire throne. Their brief cooperation over the maps gives way to a scramble for control.
  • The Bloodshadow Assassins and other Vampire forces fight fiercely for the map, but the ensuing chaos leaves their surviving troops vulnerable once the leaders disappear.
  • The Chosen Ones arrive as an overwhelming outside force, turning the balance of power against the Vampire factions left behind.

Significant themes

  • Manipulation and mistrust: William exploits the Vampires’ mutual suspicion, while the leaders themselves are openly wary and deceptive.
  • Power and survival: The battle’s brutality—and Draculas’s feeding on his own kind—shows how far the Vampires will go to survive and rule.
  • Consequences of ambition: The leaders’ fixation on the maps and the throne draws them through the rift, leaving their followers exposed.
  • A shift in the balance of power: The players’ numbers and ability to resurrect make them a serious threat to powerful but mortal Vampires.

Ch. 380Nibelungen, Blood Dragon!

Key events

  • While the Grandmaster Professionals enter the Spatial Rift, the remaining vampires give up fighting among themselves and wait for the winner to emerge. The players attack anyway, overwhelming the vampire factions with repeated waves. Vampires are killed or captured, and even powerful High-Class vampires fear being bound and sold.
  • Inside the Rift, the Grandmasters split into four camps. They recognize the place as a vast, ruined Otherworld Space—called a Nibelungen in the Dragon Era—where an ancient battle left colossal buildings and fissures.
  • The factions race toward a huge Dragon Palace, drawn by the growing aura within. William sends Alec to search the ruins for anything valuable, while he follows the others.
  • At the Palace entrance, the vampires suddenly kneel in terror. William sees the cause: a gigantic, still-burning golden eye belonging to a Blood Dragon.

Character developments and interactions

  • The vampires outside shift from rivalry to desperate defense, but their reluctance to drink players’ blood weakens them; they find it repulsive despite its healing benefits.
  • The players act as a coordinated, opportunistic force, forming raids and targeting vampires for valuable equipment and captives.
  • William shows both caution and resourcefulness: he recognizes the site’s history, orders Alec to salvage the ruins, and suspects the Essence is not the only prize.
  • The Blood Clan factions remain distrustful of one another. Osman Losa initially leads the rush to the Palace, but all factions—including William—are stopped short by the Dragon’s eye.

Significant themes

  • Survival and opportunism: The players exploit the vampires’ exhaustion and divisions.
  • Ancient history and lost worlds: The Nibelungen’s ruins reveal the scale and legacy of the Dragon Era.
  • Greed versus danger: The factions rush toward the Blood Dragon Essence, only to encounter a presence far more frightening than they expected.
  • Predator and prey reversed: Vampires, normally fearsome hunters, become hunted by the players and fear capture.
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