Artificer Adventure Guide

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Summary
Embark on a thrilling journey in the fantasy realm of Galifar in the novel 'Artificer Adventure Guide.' Join 14-year-old artificer Carl as he navigates a world of peace and stability after a century-long war. From lightning trains to airships, the continent of Khorvaire is teeming with adventure and mystery. Follow Carl's escapades as he faces unexpected challenges, encounters elves, monsters, and fantasy creatures, and delves into the realms of magic and swordplay. Will he fulfill his dreams of piloting a mecha, or will the sinister mind flayer alter his destiny forever?

Description

In the year 1024 of Galifar, the last war that lasted for a century has ended for 28 years.

The continent of Khorvaire ushered in a period of peace and stability.

The lightning trains that were once used to deploy troops now travel through the wilderness, sending travelers to all parts of the world.

The airships that travel above the clouds are constantly coming and going, bringing the countries on the continent closer together.

The elves of Aerenal huddled on the islands, defending the glory of the past under the guidance of the ancestral spirits.

The monsters of Droum fought each other for the hope of survival.

In the summer of this year, 14-year-old first-level artificer Carl went out to sell the magic props he made.

But when he made a fortune, sat in a carriage, ate hot pot, sang songs, and fantasized about the beautiful future of driving a mecha after saving enough money, he was hijacked by the mind flayer!

When he woke up in the hibernation chamber of the Mind Flayer transformation room, he could only watch a guy with an octopus head put a weird-looking worm tadpole into his eye.

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