Situated in the heart of the Old World, on the eastern shore of the Geo-Krukk Inland Sea, Dundorma is a city of wind.
"Driven by the sea winds, countless windmills, large and small, provide Dundorma with inexhaustible power, clean, abundant, harmless, and unending. "Because of this, the guild established here incorporated the windmill motif into its emblem, symbolizing nature's bounty." Isis recited these words to her companions like reciting a lesson.
Without even asking, Altaïr could guess that these words were most likely taught by the cultural class instructor at the training camp, part of the curriculum for exams, otherwise she wouldn't remember them so firmly.
Led by Isis, the two humans and one cat wandered through Dundorma's bustling streets.
Unlike the low, squat buildings of desert regions, the structures here were much taller and more elaborate and complex, many adorned with decorative painted patterns. Similar painted patterns were rarely seen in Loc Lac, not because the people of Loc Lac were frugal and plain, but simply because the climate didn't permit it; any exquisite lacquer finish would be eroded by wind and sand, becoming indistinct within a few years.
Windmills were the same.
Altaïr was initially puzzled; since the wind in Loc Lac also blew incessantly all day, why didn't they build more windmills like Dundorma? Isis couldn't answer this question, but Sajji solved his doubt.
Dundorma's wind was pure sea breeze, while Loc Lac's wind was a sandstorm. Building windmills in a place like Loc Lac, even the best bearings couldn't withstand the wear.
Back in the familiar city, Isis seemed somewhat excited. As she led the way, she explained to her companions.
"Dundorma is built alongside the mountain. Besides the city walls and the battle street for defense against monster invasions, Dundorma can roughly be divided into three tiers.
The largest area, encircling the foothills, is the Market District, where most workshops, factories, trade markets, docks, etc., are located, the area we are in now.
The middle tier is the Residential District, literally where most citizens live, along with many commercial streets, parks, and such. My home is also there.
Finally, closest to the mountain summit is the Core District, where important facilities like the Hunter Guild headquarters, the Royal Academy, the Great Library, and the legendary Elder Hall are concentrated. That area is rarely visited by ordinary people."
"Where is the People's Tavern?" Altaïr couldn't help but ask.
The People's Tavern was another name for Dundorma's guild hall tavern, very famous among hunter circles. Even hunters who had never been to Dundorma had heard of it to some extent.
Isis scratched her head and said, "The People's Tavern? That's on the edge of the Core District, near the residential area, very close to my home. From my house, climbing up the big steps you can see it.
My dad said he chose to settle there back then precisely because he wanted to be close to the tavern, even though they might not return home for several years at a time."
Altaïr could sense a trace of resentment in Isis's words.
This girl was once a left-behind child too. "So, are we going to your house first now?" Altaïr quickly changed the topic, "Or should we go to the guild hall first, rent a cabin and drop off our luggage?"
As he spoke, he lifted the equipment case he was carrying.
Due to the special property of the Skalda S Set releasing toxins to the user, even if it didn't cause irreversible effects on the body, wearing it daily would still be somewhat uncomfortable.
Now being in a safe city, Altaïr didn't move fully armed; instead, he stored his armor in the equipment case, changed into regular clothes, and wore that brand-new Tigrex coat.
"Rent a cabin? Drop off luggage?" Isis blinked, then realized and laughed, "No need, no need, stay at my house, there's a guest room!"
"Isn't that inappropriate?" Altaïr's expression stiffened slightly.
Although they were hunting partners, good friends, even siblings, they were still of different genders. Staying at the other's house, even temporarily, would be somewhat inconvenient.
"It's fine, just stay at my house!" Isis's attitude was quite firm.
At this moment, her mind was filled with the thought that if Altaïr was there, Amos wouldn't be able to reprimand her too harshly!
Altaïr couldn't persuade her, but he didn't intend to actually stay at Isis's house. Fortunately, he and Sajji's luggage wasn't much; worst case, they could visit Isis's house first, and he could rent a hunter cabin at the guild hall later.
"So huge, meow!"
A luxurious mansion along the roadside caught Sajji's attention. Altaïr, who was discussing with Isis whether they should buy some gifts, turned his head upon hearing this and was also startled by the mansion, or manor, that occupied most of the street.
He could say without hesitation that this was the largest and most opulent man-made structure he had ever seen in his life.
To withstand wind and sand, Loc Lac rarely had buildings over two stories tall; Val Habar was even more so; there were only caravan wagons and tents there. "What is this place?" Altaïr asked curiously after watching for several seconds, "Is it something like the town center?"
"Uh..." Isis remained silent for several seconds, seemingly unsure how to explain, "This is the Sterling Family mansion. Do you know the Sterling Merchant Guild?"
"Don't know, meow." Sajji decisively shook his head; it never cared about such things.
But Altaïr had heard the name, "I've heard of it, a very large guild. They also have branches in Loc Lac, so this is their headquarters? No wonder..."
"Sort of... yes." Isis glanced at the astonishingly large mansion, "Our families are quite close. If you're interested, I can take you inside to look around later."
Altaïr and Sajji looked at each other.
"Better not, meow. I'm afraid we'd be kicked out, meow." Sajji shuddered.
"Yeah... no real need, we're not merchants either." Altaïr also politely declined.
It was already cheeky enough to rely on Isis's connections to seek instruction from her mentor in swordsmanship; there was no need to climb every social ladder.
Isis originally wanted to explain further, but seeing Altaïr and Sajji somewhat resistant, she didn't force the introduction.
The group continued forward. Dundorma's city scale far surpassed Loc Lac and Val Habar. After walking another twenty-plus minutes, they arrived at a seemingly ordinary residential area. From here, they could see the enormous staircase leading to Dundorma's Core District.
Isis's steps grew slower and slower, eventually stopping completely. Originally walking at the forefront, she now wished to shrink behind Sajji.
Altaïr looked at her helplessly, "I understand your fear of returning home, but you still need to lead the way. Otherwise, how would we know where to go?"
Sajji climbed up Isis's leg onto her shoulder, patted her head, and comforted her, "It's okay, meow. Boss has already prepared to take the blame for you, meow. "Do you know why Boss wore that Tigrex coat right after disembarking from the airship? It was to draw fire away for you, meow!"
"Was that really why?" Isis looked at Altaïr movedly.
Altaïr somewhat awkwardly shifted his gaze away.
With Sajji's comfort, Isis started walking again, leading them to a small building indistinguishable from the surrounding houses.
This house showed little decoration from outside, but the yard was tidy, indicating the owner often maintained it.
The windows were lit inside, clearly someone was home. Isis swallowed saliva, led her companions into the yard, and knocked on the door.
Quickly, light footsteps came from inside.
Isis's heart skipped slightly. Amos's footsteps wouldn't be so light; this seemed like... Before she could ponder further, the door was already pushed open. The familiar figure inside made Isis exclaim joyfully.
"Clawdia!"
According to her original plan, she would first return home to greet Amos and endure some reprimand, then search everywhere for her hunting partner. Unexpectedly, Clawdia was right at her home.
She instinctively half crouched, spreading her arms. Previously, whenever she made this gesture, Clawdia would happily jump into her embrace.
But now, Clawdia remained motionless, only staring intently at Sajji perched on Isis's shoulder. A hint of Crimson Fighting Spirit Aura flickered in its eyes.
Sajji, raising a paw to greet the new friend, suddenly shuddered violently.
Why does it feel like I'm about to be killed, meow?
(Translated by yourtl.app)
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TL NOTES — LORE SECTION Some terms and creatures referenced in this story may be unfamiliar to readers new to the Monster Hunter universe. The following entries provide additional context.
PLACES
Loc Lac — A major hub city situated in a harsh desert region constantly swept by sandstorms. It serves as a central gathering point for hunters and is known for its distinctive low, compact architecture designed to resist the abrasive winds. Featured prominently in Monster Hunter Tri G (MH3U).
Val Habar — A small desert caravan town built around mobile wagons and tents rather than permanent structures, serving as a starting point for hunters in Monster Hunter 4 Ultimate. Its impermanent, nomadic character contrasts sharply with established cities like Dundorma.
Elder Hall — A prestigious facility located in Dundorma's Core District, reserved for the most experienced hunters. In Monster Hunter 4 Ultimate, it is where hunters take on the most powerful and dangerous monsters, including Apex-class creatures. Access is considered a mark of elite status within the Guild.
EQUIPMENT
Skalda S Set — A set of hunter armor derived from materials of the Skalda, a creature originating from Monster Hunter Frontier. Notably, this armor releases toxins that affect the wearer over prolonged use, making it a high-risk, high-reward equipment choice suited only for hunters with sufficient resilience or specialized countermeasures.
