Ch. 81Round Three Is About to Begin! (Continued)
Key plot points and events
- Adrian’s ship, the Nether Abyss, travels underwater from Water 7 toward Fish-Man Island. To spare Louf from the deep sea’s darkness, Adrian keeps the ship in the sunlit shallows until they reach the waters near Sabaody.
- The ship then follows a deep-sea current past enormous Sea Kings and underwater volcanic activity, eventually reaching Fish-Man Island, sheltered inside two massive bubbles.
- Adrian uses Mimic Ghosts disguised as sailors to guard the Nether Abyss while he explores. Lumi joins him through her pocket watch, and Louf is delighted by the island’s scenery.
- Adrian notices that the streets are dominated by fish-men rather than merfolk, and that many fish-men regard him with hostility. He recognizes the island’s racial tensions and sends the uneasy Louf to the safety of Lumi’s castle.
- A pirate crew led by Paris, a hulking captain with a bounty exceeding 200 million Beli, parades through the streets carrying a kidnapped mermaid named Syrina. The pirates boast that they intend to sell her at auction in Sabaody. Though enraged, the surrounding fish-men are too afraid to intervene.
- Adrian considers stepping in, partly because defeating Paris would earn him substantial experience. His game panel then triggers a C-rank mission to rescue Syrina and defeat or destroy the Bullhead Pirates, with experience and Syrina’s increased affection as rewards.
Character developments
- Adrian shows consideration for Louf by delaying the descent into darkness, and practical foresight by arranging guards for his ship. He is also calculating: he sees Paris as both a threat and a valuable source of experience.
- Louf is curious and excitable but frightened by darkness and by the fish-men’s hostility. She trusts Adrian’s reassurance and accepts Lumi’s offer of shelter.
- Lumi serves as the ship’s capable navigator and remains eager for Adrian’s praise, though she dislikes dealing with strangers.
- The fish-men appear intimidated and powerless in the face of the pirates, reflecting Fish-Man Island’s lack of a strong protector at this point.
Significant themes
- Prejudice and racial tension: Adrian sees the conflict among humans, merfolk, and fish-men as another tangled form of racial discrimination.
- Exploitation and vulnerability: Mermaid trafficking is widespread, and the island’s residents are unable to stop powerful pirate crews from abducting merfolk.
- Power and protection: The fish-men’s fear highlights the need for someone strong enough to defend the island.
- Adventure-game mechanics: Adrian’s panel turns the rescue into a formal mission, blending a serious crisis with game-like rewards and cheeky commentary.
Character interactions
- Adrian comforts Louf and gives her the option to avoid the hostile streets; she chooses to retreat with Lumi.
- Adrian praises Lumi for navigating the ship to the island, making her visibly pleased.
- The pirates taunt and intimidate the fish-men as they carry Syrina away, while the crowd watches helplessly.
- Adrian silently assesses the situation and the mission panel nudges him toward confronting Paris.