Artificer Adventure Guide.
Novel Summary
In the year 1024 of Galifar, 28 years have passed since the century-long Last War ended.The continent of Khorvaire ushered in an era of peace and stability.The lightning trains once used to transport troops now travel across the wilderness, carrying travelers to all parts of the world.There was an endless flow of airships flying above the clouds, bringing the countries on the continent closer together.The elves of Aerenal huddled on the islands, defending their past glory under the guidance of their undead ancestors.The monsters of Droum fought each other for the hope of survival.In the summer of that year, 14-year-old Level 1 machinist Carl went out to sell the magic props he made.But when he made a fortune, was riding in a carriage, eating hotpot, singing songs, and fantasizing about a bright future when he would save enough money and drive a mecha, he was kidnapped by the Mind Flayer!When he woke up in the hibernation chamber of the Mind Flayer transformation room, he could only watch as a guy with an octopus head put a weird-looking worm tadpole into his eye.(DND5E rules, the world background is Eberron’s Last War, with appropriate changes) Novel keywords: Adventure Guide of the Strange Mechanic without pop-up window, Adventure Guide of the Strange Mechanic txt download, Adventure Guide of the Strange Mechanic latest chapter reading