Warhammer Seal

Chapter 59 Lost

Chapter 59 Lost
Now that he is about to leave the land he is familiar with, Wende still has no idea in his heart to be honest.

Although his strength has improved by leaps and bounds for so long, in this dark world, just having a body without demons is not a gratifying advantage.

As a mortal man, he still has many threats. When he is officially on the road, Wende must know what can kill him and what threatens him the most.

Chaos four gods, threat level: 0
As long as the maelstrom still exists, these four guys are completely harmless to Wende, and he is completely immune to the wind of magic and the existence of the chaotic world.

Magician, threat level: 1
Although they are immune to their magic, it is not ruled out that some magicians also have strong swordsmanship and melee combat ability.

Orc goblin alone, threat level: 2
The morale and damage ability of these green skins acting alone are extremely poor, and they are not Wende's opponents at all.

Traditional infantry, threat level: 3
Whether it's dark elves or high elves, whether it's dwarves or humans, as long as they can pick up weapons and fight, they will all be threats that Wende needs to face.

Ranged infantry, threat: 5
This is the ability that Wende lacks the most. He has no ability to resist long-range damage at all.

Going to Tyrell this time, you will inevitably encounter lone orcs, traditional orc infantry, and wood elf rangers.

The cumulative threat level has reached 10 points. Once it exceeds 8 points, it will bring disaster to Wende. Fortunately, this special armor can give him some spiritual comfort.

After closing such a threat judgment form that has been giving himself back, Wende got on the carriage to Sol Fortress.

Sol Fortress is located at the angle between the Black Mountains and the Southern Gray Mountains, and it is the largest pass in the southern part of Sol Territory.

The city walls here protected the southern part of the empire very well, allowing the orcs from the Cave Mountains to return without success.

There are only two places to go after leaving Fort Sol.

To the east, you can reach the territory of the border prince, that place, tsk tsk tsk.

The whole land lies between the Black Mountains and Blackfire Pass in the north, and the coast of the Black Bay in the south.

This vast wilderness is home to numerous minihuman kingdoms founded by ambitious adventurers, most starting with no more than 500 people.

However, these so-called ambitious adventurers are just political refugees, serfs, illegitimate children of nobles, and murderers who were squeezed out by the empire and Bretonnia.

As a result, the land became more and more notorious, with bandits, mercenaries, murderers, pirates, and other lawless fugitives fleeing here every day.

Although these people are rascals and rascals, it has to be said that it is precisely because of the existence of these people in the Border Prince Territory that the humans here on the border with the badland greenskins have extremely strong combat effectiveness and morale.

All in all, such a land has almost no laws, but is full of duchies.

A town of 500 people could be called a duchy.

A village of 100 people can also be called a principality.

The people in that land mainly worship the goddess of war, Mirmidia, and they are not good people. Wende would not go to that kind of place.

To the south of Sol Fortress is the Cave Mountain Range.

This generation has been the battlefield of dwarves and greenskins all year round, and even wood elves who go out to hunt.

This is the only road from the Empire to Tyrell, and it leaves Wend with no choice.

Fortunately, there have always been Tyrell mercenaries passing by here, so as long as you travel along the main road, you won't encounter too many problems.

The first stop is Copper Mountain Fort, a city of dwarves rich in copper mines. As long as you get there, you have completed one-third of the journey, and you can take a little rest before continuing on the road.

Then continue south to the city of Budar, which is also a dwarf city, and then take another step south, even if you have reached the land of Tyrell.

Dividing a long-term plan into small ones and then completing them one by one is a common method used by Wende, which can not only cheer himself up, but also keep himself confident.

After leaving Sol Fortress again, Wende's hanging heart fell back into his stomach.

Originally, I thought that this generation was all backward dirt roads, but I didn't expect that due to the long-term mercenary trade and commercial trade, a complete stone road was actually built in the south of Sol Fortress.

As long as you follow the road, you will never get lost.

"Now I finally understand why, dark elves and humans are not suitable for living in the mountains."

Wende was out of breath and sat on a huge stone.

He had already walked for a whole day, but he hadn't even finished half of the distance to Tongshan Fort.

It was getting late, so we could only light a fire and set up a camp to rest for a while, and wait for the sun to rise the next day before continuing on the road.

Moreover, the mountainous area was windy. Fortunately, Wende chose to hide next to a big rock in advance to build a camp.

Using wooden sticks to build a shelter from the wind next to the big rock, the two of them drilled inside, and they couldn't even see a trace of flames from the outside, keeping them warm and safe.

All night long, I could only hear the whistling wind outside, passing through the canyons of the mountains, not to mention how pleasant it was.

It's just that when they woke up the next day, the two looked at the road blown by the strong wind last night, and fell into a daze.

The trees and vegetation were all blown by the strong wind in the mountains into a completely different appearance from yesterday.

And in the mountains, if you want to find your way, you can only judge where people often walk by the traces of trampled vegetation on the ground.

But luckily now, a night of strong winds made the two of them completely lose their sense of direction.

The only way to determine the specific direction of the south is based on the rising direction of the sun, and then use the remaining heat from the campfire to warm up the dry food that you carry with you.

While eating breakfast, he walked towards the south in a general sense.

Anyway, there is only one road in the mountain canyon, and if you keep going along it, you will definitely be able to reach the Tyrell states.

Wende didn't know that he had gone the wrong way.

If you want to go to Copper Mountain Fort, you need to walk south some time in advance.

Due to their brisk footsteps, the two had already passed the road leading to Copper Mountain Fort. If they wanted to reach the next supply point, Budar City, they would have to walk for another whole day.

Fortunately, the supplies of the two can last for another two days, but for some reason, a forest that does not exist on the map appears in front of them.

The two of them now have walked into the edge of the forest, and at the same time they can't find the original path at all.

Wende folded the map helplessly.

"It's over, we're lost."

 Hey, the recommendation is broken

  


(End of this chapter)

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