To the North - 27

The room was again suffused with palpable tension. Every leader present felt the weight of the discussion that was about to unfold.

"Why is the Northern Continent so pivotal, and why does it matter if its route is obstructed?" someone questioned, breaking the silence

Firstly, not many players commenced their journey from the Northern Continent. Consequently, the majority had to traverse the perilous sea. Why was crossing the sea such an arduous task? Because it teemed with formidable sea monsters, making it a treacherous voyage. Out of hundreds of players, only a select few managed to reach the Northern Continent

The Northern Continent is reputed to be the strongest, and it is exceedingly challenging for players to establish their base there. Every nook and cranny of this vast land is fraught with danger, yet it is ruled by numerous potentates, each vying for dominance.

The Northern Continent is predominantly divided into three realms: the Beast Kingdom, the Human Kingdom, and the Demon Kingdom. The Beast and Human Kingdoms, although fragmented into numerous smaller sovereignties, are united against the demons. Conversely, the Demon Kingdom is a singular, cohesive entity, structured akin to human kingdoms with territories governed by demon nobles.

Among the demons, the Seven Deadly Sins, known as Demon Dukes, govern the most expansive territories. Above them stands the Demon King, flanked by his four Knights. The Demon Kingdom operates on a principle of might; the Demon King is chosen from the Seven Deadly Sins through combat, with the victor ascending the throne. The Demon Dukes can challenge the Demon King individually every five years, and a battle royale for the Demon King's position occurs every decade, ensuring the king is perpetually on guard.

The Demon Kingdom, the most formidable, occupies nearly half the Northern Continent. Its dominance is tempered only by the resistance from the Human and Beast Kingdoms. Yet, many remain oblivious to the fact that the Demon Kingdom has never unleashed its full power. Demonic territories exist across all continents, but the Demon Kingdom of the North is the mightiest.

"What do you mean it's blocked?" a voice interjected, breaking the contemplative silence.

"Many players have reported that a new player, King, is wreaking havoc in the Northern Continent. He and his partner have soloed numerous dungeons. While the name of his partner remains unknown, their strength is formidable," another explained.

"I've also seen posts about this King and his partner. King is reputedly very smart and clever, often leading their endeavors," Gallard chimed in

"That's true, Gallard. Just yesterday, King toppled the hegemony of the Lords ruling the coastline of the Northern Continent. I suspect he's the one blocking all routes to the Northern Continent," another leader added.

"Isn't this risky? Five of our S-rank guilds are already trying to establish themselves there. There are numerous other smaller guilds, and several Super Guilds are eyeing the Northern Continent," another pointed out, concern evident in his voice.

The five Super Guilds and their Guild Masters are called Kings. On the planet Titan, there aren't merely four continents but five, including a central continent. Additionally, there are five smaller continents collectively known as Dutchland: Eurasia, Erangel, Ethnos, Mudguard, and Renesia.

The vast expanse offers boundless opportunities for exploration. The five Super Guilds established their bases in Dutchland, separate from the main continents. Why? Because these five continents are weaker and more susceptible to the power of the Super Guilds. With total control over these continents, they could easily shift focus to the main continents.

The Northern Continent, the closest to Dutchland, is the strongest, largest, and richest. When the demon invasion occurred, the demons poured all their might into capturing it.

"Well, let's talk later. I have a quest to complete," Ares said, departing with the others following suit

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Meanwhile, player King :

King's attention was divided among various endeavors. He spent considerable time dismantling the sea lords' hegemony. He controlled the flow of information meticulously, ensuring spies only saw specific details. He also had to attend to his own quests and progression. The balance between subterfuge and direct action was a delicate one, and King managed it with finesse.

In the background of these grand schemes, he couldn't help but worry about Edge. The sudden loss of ten levels by Edge was perplexing, but King decided to let it slide. If it were a significant issue, Edge would have informed him. Edge could make his own decisions.

If only King knew what Edge was up to.

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Edge was inside a dungeon when he encountered a problem. Having reached level 100, a rank-up quest awaited him. Players must complete these quests to gain more powers every hundred levels, but Edge had been ignoring it until a prompt appeared:

(Histories have recorded many gods with similar powers and origins but different styles. One player has gained the Legacy of Wukong. You must create your own style and legacy.)

(Rank quest is forcefully accepted.)

"Shibal," Edge cursed.

He had found a new way to curse since he couldn't do so in Hindi or English while playing the game.

The prompt forced him to stop and reassess his approach. Ignoring such a quest was no longer an option. The Legacy of Wukong demanded uniqueness, a style that set him apart from others who might tread the same path. This was no ordinary task. The legacy quests were rare and profound, shaping the very core of a player's abilities and reputation within ESCAPE Online.

__________

For King, the conquest of the Northern Continent was just the beginning. His eyes were set on greater challenges. The Demon Kingdom's strength was well-known, and the Demon King's throne was a tantalizing target. But King knew that to challenge such power, he would need more than brute force. He would need allies, strategy, and a deep understanding of the game's intricate mechanics.

Edge's journey, on the other hand, was taking a more introspective turn. The rank-up quest was not merely about gaining power; it was about self-discovery and defining his own legacy. The quest's forced acceptance pushed him into a corner, but it was in such moments that true growth occurred.

Edge knew that to create his own legacy, he would have to delve deeper into the game's lore, understand the essence of Wukong's powers, and then transcend them. The path ahead was fraught with challenges, but Edge welcomed them. With each step, he carved his unique path, distinct from the shadows of the gods that came before him.

With both King and Edge navigating their respective paths, the landscape of ESCAPE Online was poised for seismic shifts. The Northern Continent, with its myriad dangers and opportunities, stood at the center of these unfolding dramas. As guilds scrambled for dominance and alliances were forged and broken, the true game was only just beginning.

The echoes of battle, strategy, and legacy would reverberate across the virtual world, shaping the destinies of those who dared to challenge the status quo.

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