Chapter 15: One Punch Execution

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Chapter 15

One Punch Execution

The Valley of Buendia is a peaceful land filled with green life and herbivorous creatures. Though there are still monsters here, these monsters are very rarely seen as they are not only rare kinds of monsters, they are also quite high ranked so nobody disturbs them.

In this valley, with its southwestern side having the weirdly green capes of Banahaw Mountain and the Northeastern side the Taal Peak, situated 130m above sea level and was blessed with fertile lands, abundant resources, unexplored and undiscovered dungeons, and many nearby forests nested by dragons and high ranked undiscovered creatures, was a 100sq. km land of life and energy.

On the east side was a pass, The Great Humming Road, going through to Taal mountain range, having a geological formation that is lower than the Taal Peak itself, and a water fall the same as the Angel Falls somewhere in the southern sides.

Then somewhere smacked in the base, is the mining city, esteemed Xargoal-6, dealer of Elemental Stones and one of the three of Terroa’s only manufacturers of the S-class Equipment Enhancement Item, Orontium.

Tens of kilometers away from this city, going on a straight line towards the west horizon, is the Fortress of Mooran. 

Mooran, the keeper of number 6 of 11 of the world’s only Lightstone Mines. There’re supposedly five guilds who can guard this fortress against anything, monsters or dragons, or according to the game’s storyline, against the aliens, but occupation of this fortress is by Quest, so only those who found the quests scattered all over the planet may occupy the fortress. It may differ from their respective quests’ goals but the sole idea was to occupy the fortress.

The wall of Mooran stretches a long straight line of three layered 50m high ironwood wall. With the stretch extending exactly from north to south and its Command HQ inside the castle that protected the mine.

 In this castle is the Command HQ of the Sylphs, one of the recognized Powers of the eastern continent.

On their Real@D screens, along with the cry of the speakers and reports from the Signal, Logistics, Intel, Personnel, and the Warship Accounts Officers, rang on the room filled with machines and blinking holo-panels.

The operators who were busy people, combed and swiped their monitors and delivered the messages to the Guild Master who was looking unbelievably on the main hologram screen up front. It’s because if there really are something that should surprise anyone right at this instant, that would be the Miranda’s tactics.

Technically, Warships in Terroa can be piloted and commanded by either users or NPCs.

With that setting, the unconfirmed identity of the captain of the Miranda showed the unpredictableness of a human player and the stout resolution of an NPC on his decision.

The Miranda, with its light armors and averagely powerful close to mid ranged Bloodymary and Blastoise cannons, had a twisted idea of receiving all the frontal attacks from the incoming TGG reinforcement. From the back line of defense towards even beyond the frontline set up by the Amaya and Acala of the Three Sisters, the Miranda took all of the damage from the bombardments and the sniping, and paved a way for a chance of a surprise attack.

Everything that the so called Captain Newgate from the Miranda said to convince Captain Nash was also heard from by the command HQ and that would explain the reason for the stiff face and the anxious expressions on the faces of everyone inside.

In the video of the war images was the Miranda, with ten or so Grappling Beams from the aft attached to the bow of the Missouri, who’s slipstreaming behind it.

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