Life Game In Other World -
Chapter 1376: The 14th Official Copy (Large - Seeking Monthly Tickets)
Chapter 1376: Chapter 1376: The 14th Official Copy (Large Chapter Seeking Monthly Tickets)
[Age 0: You were born, your father named you Paxiu.]
[Age 1: You live in the wilderness, a vast and sparsely populated land located between several cities, full of magnificent canyons and towering plains.]
[Age 2: Your tribe is one of the few large tribes in this wilderness. You wander together on this arid plateau. Your father is an excellent hunter in the tribe, and he often brings back plump lizards as your dinner.]
[Age 3: The tribe has a group of robust South Denor camels. Although these tall camels are not as fierce as off-road vehicles, they can walk on the plains without fuel cells and can carry a lot of goods. For the tribes wandering on this plain, the camel is the most important asset, and your mother is an excellent camel trainer in the tribe,
so you often get to drink delicious camel milk.]
[Age 4: Accompanying the wandering tribe, you play with children of your age on this vast plain. You frolic, sing, and set up camp with the adults in the valleys filled with sunset-like brilliant colors, holding bonfire parties. Your father always cuts a piece of the plumpest lizard meat to grill over the roaring fire, sizzling with grease.]
[Age 5: You start learning simple work, such as blending fodder, with your mother. Though called learning, it’s actually helping when your mother is busy. You mix broken twigs with sliced cactus in a large basin and add some fragrant petals from silo flowers. That’s the favorite food of the South Denor camels.
Along the tribe’s wandering routes, you often encounter caravans. These caravans exchange city goods like salt, sugar, and clothes for the tribe’s resources. When they see you, they often say that at your age in the city, you should be going to kindergarten.
You don’t know what kindergarten is, but mixing fodder isn’t bad either.]
[Age 6: You still don’t know what kindergarten is, but you know what a school is. You and children of your age are put into the tribe’s "school."
The principal is a thin old man with a long beard and thick glasses. He is also the only teacher, teaching young children to read and older kids to count and imparts lessons about survival.
At noon, he naps in the makeshift camp, and you often secretly pull his beard with your companions.]
[Age 7: School life is dull and tedious. The old principal’s words buzz like summer mosquitoes, punishing you with a slap on the hand for not paying attention. Even when your mother asks you to carry a few large basins of fodder, it seems more interesting.]
[Age 8: You attempted your first skip from school, only to be caught by the old principal. He called your father, and you ended up being spanked in the center of the tribe’s camp.]
[Age 9: You stole your father’s lighter and, during the principal’s nap, attempted to light his beard with your companions. In the end, the beard didn’t catch fire, but the next day, you didn’t attend school because you couldn’t get out of bed due to your father’s beating.]
[Age 10: You long for the vast world, and the broad plains fantasize about becoming the fiercest hunter in the wilderness. But every time you start to dream, a knuckle raps your head, snapping you back to attention in class.
The school textbooks are crumpled and ancient. Your mother says they were already using those books when she was in school.]
[Age 11: You start having outdoor ’classes.’ Two or three afternoons a week, you follow the tribe’s hunting party to learn about hunting. You learn the habits of prey in the wilderness, how to set traps, and identify dangerous creatures to escape from immediately.]"
[Age 12: After a year of learning, you get a chance to hunt on your own, but with no firearms, only some spears and bows. You’re not physically strong but very skilled at setting traps. Partnering with your best friend, you catch your first big sand rat.
The hunter guiding you praises you, saying you’ll become an excellent hunter like your father. You bring the sand rat home, and your mother retrieves stored spices and city-bought condiments to cook a delicious meat soup.
When your father returns, you boast about your day’s achievements and praise, but he only acknowledges with a curt response. During dinner, he maintains a stern face, but it seems that if you lower your head, you could see the corners of his mouth curling up.]
[Age 13: You begin growing rapidly, your stature shooting up, and your energy becoming abundant. This doesn’t surprise you, as friends who were once your height are now half a head taller, and some girls even a full head taller. Now, it’s finally your turn to grow.]
[Age 14: You increasingly participate in hunting, setting progressively intricate traps, even designing traps tailored to prey behavior, unheard of in the tribe before. After helping the hunting team capture a gigantic lizard, the tribe leader awards you a wooden-handled rifle.
This gun seems to have witnessed many years, its stock polished bright. You take it home, and your father mentions it once belonged to the tribe’s best hunter, who had the finest marksmanship.
He doesn’t say where that hunter went, and you don’t ask. You are immersed in the joy of handling your new gun.]
[Age 15: You begin learning aiming and shooting, a difficult task, lacking innate talent in marksmanship.
However, the hunter instructing you often glances at your gun and your results with a regretful expression.
You don’t understand why he shows this look and aren’t criticized openly, yet you’re determined not to be underestimated. Thus, you dedicate more time and effort to practicing marksmanship with your rifle.]
[Age 16: You become one of the best marksmanship talents among the younger generation. Though the hunter still occasionally shows a regretful look, it happens much less frequently.
Your new trap designs are adopted within the tribe, and even some friendly tribes come to learn your techniques. Your reputation spreads across the vast plains, and even distant caravans hear of the ’Trap Master’ and wish to meet you.
Praise comes thick and fast like blooming flowers, and occasionally, pretty girls in the tribe express their feelings toward you, but your mother becomes increasingly strict.
During summer, you design fewer new traps, and your marksmanship seems to lag. Your mother discusses with the leader while taking your father along, leaving you guessing about their conversation, but eventually, you receive a new appointment.
Traveling with a familiar caravan, you head to Vitland City to sell the down from the South Denor camels, a soft and elastic pile from the camel’s neck.
Your mother says urban nobles fill duvets and pillows with it. You cannot imagine how soft those might be, as you have rarely seen such items used.
You always see your mother collecting this down, which soon disappears.
The caravan leader tells you this down is special to your tribe. Due to unknown methods, these camel down have no odor and carry a soothing herbal fragrance.
This characteristic fetches high prices in Vitland, with wealthy individuals even as far as Dawn City seeking such items for bedding.
You don’t know what Dawn City is or Vitland; this is your first venture beyond the vast wilderness to see the outside world.]
Your companions are all hunters familiar with this route. The only person around your age is the chief’s daughter, who is two years older than you, and this is not her first time on the route.
There are no flattering compliments here, not even your friends. The outside world is much larger than you imagined.
The caravan moves slowly across the wilderness, often stopping to trade with other wanderers or to purchase supplies in the city. You also follow the caravan, buying or exchanging goods along the way.
But when the caravan enters the city, you usually camp outside the city walls, staring in awe at the grandeur.
It wasn’t until winter that you arrived in Vitland. This time, you followed the caravan into the city.
The majestic city felt like a divine realm that filled your entire field of view.
At 17: The experienced hunters skillfully engaged with the potential buyers alongside the caravan. Without an identity, you couldn’t rent houses or stay in hotels in the city, so you stayed in the caravan’s own quarters.
During the day, you would go out with the caravan to meet potential buyers; at night, you would return to the quarters to drink and chat about everything.
Only then could you glean some new information you had never known before from the hunters’ and the caravan leader’s conversations.
Previously, your camel wool was sold directly to the caravan, and you weren’t involved in the process. At that time, the price they offered was low, and the wool itself wasn’t very valuable.
Back then, the tribe leader had just taken his position and was trying to open channels to the city, but the nearby cities were small and didn’t recognize the value of the wool. Even the tribe itself didn’t realize its worth.
It wasn’t until an exotic beast attack, in which the tribe leader saved the caravan leader’s life, that the caravan leader, now his friend, explained the wool’s value and agreed to take the tribe members to a large city like Vitland to sell it.
Only in such a large city could there be a sufficient market to absorb these valuable wools.
The prosperous Vitland left a deep impression on you. The firearms held by street gang members were more advanced than anything you had.
Of course, the city wasn’t without its dilapidated areas. You and the chief’s daughter once ventured into a piled-up, run-down area to rescue a lost little boy. The people there seemed to be the city’s scavengers.
However, in that neighborhood, whether it was a hallucination or not, you seemed to see some folks capable of soaring over walls.
The city appeared magnificent yet cruel.
Within this giant city, you seemed as insignificant as dust.
The hunters took about a month to find suitable buyers, selling off the wool and purchasing a lot of supplies and some weapons.
The night before the caravan left Vitland, several hunters and the caravan leader left the group. You didn’t know where they went, but they returned with packages containing a few silver vials of different colors.
You set off on the return trip, from spring into summer, and it was not until around fall that you returned to the tribe.
At 18: Your mindset had changed significantly. You began to delve deeply into gun skills, studied traps, and even began earnestly studying subjects you hadn’t learned before. In quiet solitude, thoughts of that grand city constantly replayed in your mind.
Almost fall, the chief’s daughter sought you out unexpectedly, bringing you before the chief. Alongside you was another young man about your age.
You knew this young man as the sharpest scout among the youth, always able to spot prey or sense danger well in advance. The two of you had collaborated on many occasions.
The leader spoke little, showing you three silver vials with purple, blue, and green liquids, explaining that this was the route to greater powers but could also lead to immediate death upon ingestion, leaving the choice to you.
You clearly recognized these vials as the same ones the hunters had obtained before leaving Vitland.
Wanderers of the wilderness rarely understand fear. You chose the blue vial, the chief’s daughter chose the green, and the young scout chose the purple.
You simultaneously consumed the Secret Medicine, successfully completing your promotion to Talent Sequence 4: Citizen.
At 19: Having gained extraordinary powers, you became a pillar of the tribe, the envy of everyone. This time you did not get lost in praise but continued training and learning diligently.
The chief’s daughter became the camp’s finest hunter, while you remained the trap master. The young man, now a ’Listener,’ became an exceptional scout for the tribe, responsible for leading migrations.
At 20: This year, numerous exotic beast riots erupted across the wilderness. News came from other tribes of a powerful exotic beast awakening. The chaotic wilderness resulted in far fewer caravans than usual, and the tribe’s reserves of salt and regenerating cotton were notably insufficient.
With winter on the horizon, you received a new mission: alongside the chief’s daughter, lead a team to the nearest city, Denor City, to sell the tribe’s surplus goods and procure essentials.
Despite some surprises along the way, you once again entered the city safely.
Denor City, a small town, lacked the grandeur of Vitland but was still far wealthier than the wilderness.
On the streets, you witnessed a speech by an elderly senator, who for the first time introduced you to the concept of ’cultured and courteous.’ You paused to listen, even though most of his talk concerned the Federation and barely pertained to you.
Noticing you after his speech, he greeted you, puzzled as to why a wilderness wanderer appeared here.
After learning your purpose, he arranged to purchase your goods directly and guided you to a place where you could buy living supplies at a low cost.
This procurement proceeded more smoothly than expected, allowing you to return to the tribe before the temperature dropped, enhancing the tribe’s chances of withstanding the cold.
If you find any errors (non-standard content, ads redirect, broken links, etc..), Please let us know so we can fix it as soon as possible.
Report