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A Dragon's Dungeon
Glossary and Plot Summary of Chapters 0-29 + UPDATE + Poll Results/Fleshed-out Content Warnings

Glossary and Plot Summary of Chapters 0-29 + UPDATE + Poll Results/Fleshed-out Content Warnings

Glossary and Plot Summary (Chapters 0-29)

Table of Contents

Section Topic

I. Geography

II. Species/Creatures

III. Currency

IV. Adventurers

V. Chi Cultivation & Magic Spells

VI. Elements & Affinities

VII. Runes/Glyphs

VIII. Mana Manipulation/Non-Elemental Magic

IX. Enchanting & Alchemy

X. Dungeon Floors

XI. Dungeon Mechanics

XII. Named or Titled Characters/Groups

XIII. Plot Summary

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(I) Geography

Higher Plane = location of the gods

Demon and Devil Plane = location of demons and devils

Lower Plane = location of everyone else

Plot takes place on the planet of Sorenia, in the Lower Plane

Strongest continent is Central Fantisa, located on equator

Continent of plot is East Lucenia

East Lucenia is east of Central Fantisa, and entirely below equator

East Lucenia is shaped like a large "L"

North part of East Lucenia = Ilsan Empire

Central part of East Lucenia = Khal kingdom

East part of East Lucenia = Kendra Empire

Dwarven underground kingdom = Under the Mount

Barren beast-kin lands = the Wild Lands

Underground area full of magical creatures and monsters = Underdark

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(II) Species/Creatures

Overview

Sorenia is home to many species of magical and non-magical plants and animals

Magical plants and animals require mana (see the Chi Cultivation & Magic Spells section) for growth and survival

Nomenclature

Magical plants are generally known as herbs (not to be confused with leaves of non-magical plants used to flavor food, also called herbs)

Magical animals without sapience are known as creatures or beasts

Magical animals with sapience that do not exist in the absence of mana are known as monsters, and are extremely abundant and diverse. Some of the common ones are goblins, hobgoblins, kobolds, slimes, giants, mimics, vampires, werewolves, githyanki, liches, demiliches, orcs, dragons, illithid (mind flayers), beholders, drow, duergar, and dungeons

For depictions and descriptions of the above monsters, use Google

Race Relations

Four sapient races dominate the surface of Sorenia: humans, dwarves, (light) elves, and beast-kin

Humans have mostly friendly relations with elves, mostly mercantile relationships with dwarves, and entirely hostile relations with beast-kin

Elves have tense relations with the Dwarves and very few relations with beast-kin

Dwarves have very few relations with beast-kin

Four Sapient Races

Humans are the most versatile of the four sapient races, having neither predilection nor handicap towards any of the magic affinities (see the Elements & Affinities section). Humans have no natural magic or damage resistances. All adventurer positions are seen in equal amounts. Humans can be adept at any of the multiple crafting arts, but the greatest alchemists on Sorenia tend to be human (see the Enchanting & Alchemy section). Personalities, morals, and wealth range the entire spectrum

(Light) elves have the greatest connection with nature and conseuently, a high percentage have affinities with Water, Air, Nature, Light, Life, and Healing magics, and relatively fewer have Fire, Earth, Lightning, Dark, Death, Space, Soul, and Gravity magics. Elves also have a natural resistance to magic, especially Soul magic. There are many more mages, healers, and rangers/scouts than fighters, tanks, and rogues amongst the (light) elves (see the Adventurers section). (Light) elves are known as the greatest masters of enchanting (see the Enchanting & Alchemy section). Personalities tend towards more polite and intelligent, and wealth is more shared than in other races. Elves have long lifespans and low rates of fertility. Their fertility, as well as cultivation, depend on presence of the incredibly rare and expensive, celestial trees. These trees produce celestial mana, a special type of mana, for which elves have no resistance; therefore, they can absorb this mana for personal use (see the Elements & Affinities section)

Dwarves have the greatest connection with the earth, and consequently, great percentages of Dwarves have affinities with Fire, Earth, Space, and Gravity magics, and few have affinities amongst the other ten. Dwarves have a natural resistance to damage, both physical and magical, and can naturally see in the dark. There are many more fighters, especially defensive shieldbearers (tanks), than mages amongst the dwarves. Dwarves are known as the greatest masters of mining and smithing. Personalities tend towards tough love and excessive "manliness" in men, women, children, and the elderly. A great fondness for ale, rare metals, wealth, and bargaining has been noted amongst a surprisingly large part of the population

Not much is currently known about the beast-kin. Beast-kin are humanoid creatures that share certain physical traits and characteristics with different non-magical animals. Tribes amongst the beast-kin are formed by the animal that they resemble.

Spoiler: Beast-kin Strength and Origins

 The beast-kin have two known strengths: their great fertility and their propensity for Soul magic. It is well documented that the beast-kin once dominated the entire surface of Sorenia. It is believed by scholars, that at the time, elves remained safe in their forest homes with their Soul magic resistance and the dwarves built their hidden, underground strongholds to keep themselves safe. At least amongst the humans, it is widely accepted that the humans were mostly, or entirely, enslaved by the beast-kin, and they only escaped their imprisonment when small groups of free humans trained within dungeons, until there were enough SS-ranked members to launch a bloody and violent revolution against the beast-kin masters. Due to millenia of genocide and persecution, the beast-kin have devolved to small enclaves in some of the most inhospitable lands. Rumors of different beginnings can occasionally be found, especially amongst the longest-living species in Sorenia, but these rumors are violently disputed and suppressed by human governments, churches, and highest-level adventurerers of Central Fantisa. To this day, all forms of slavery, as well as most kinds of Soul magic, are banned everywhere on the surface, but more strictly enforced in Central Fantisa. If those who break these restrictions are discovered, then no matter the race, they are ruthlessly exterminated by the combined forces of human governments, churches, and S and SS-ranked adventurers of Central Fantisa. In a related, curious, coincidence, the very existence and knowledge of both Flesh magic and soul transference (see the Mana Manipulation/Non-Elemental Magic section) have been utterly eliminated and repressed by the exact same forces...

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(III) Currency

The following exchanges are estimates that flucuate

The following exchanges are based on set, standardized sizes and weights

1 mana crystal is worth 10 platinum coins

1 platinum coin is worth 50 gold coins

1 gold coin is worth 10 silver coins

1 silver coin is worth 100 copper coins

1 mana crystal = 10 platinum = 500 gold = 5,000 silver = 500,000 copper

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(IV) Adventurers

Overview

Most countries on Sorenia have an organized, national adventurer's guild

They are very similar to mercenary guilds

Anyone who has a Chi cultivation of D1 or higher can join, for a small fee (see Chi Cultivation & Magic Spells section)

Members who pay the annual dues are given a license, allowing them to take missions as well as enter dungeons in that country

People who need the services of mercenaries can submit missions to the local guild hall, along with requirements, pay, and a fee to the guild. After a review process, the leader of the guild, or the leader of the specific guild hall, will either select a team or individuals to assign the mission, or he/she will post the mission in the hall for anyone interested to take

Teams and Positions

Teams are formed and named by people who are friends or who work well together

Every adventurer is categorized by the position he or she would take in a team. There are six possible positions:

Tank – in charge of blocking enemies using heavy armor and shield

Ranger/Scout – in charge of finding/disarming traps, detecting/grading enemies, and luring enemies to the tank, usually with a bow, crossbow, or other ranged weapon

Healer – in charge of healing the tank during battle and other members in between battle

Damage Dealer (Mage) – commonly referred to simply as Mages, they are in charge of using magic to attack enemies blocked by the tank

Damage Dealer (Fighter) – commonly referred to simply as Fighters or Warriors, they are in charge of using weapons or body to attack enemies blocked by the tank

Rogue/Scout – in charge of setting, finding & disarming traps, assassinations, spying, unlocking doors, windows, and treasure boxes, stealing or general thieving, detecting/grading enemies, and luring enemies to the tank

Standard teams have five people with only one scout, either a ranger or a rogue

Non-standard teams can have any number of members in any positions

Grading

The adventurer's guild is in charge of standardizing and grading the difficulty level of missions, the strength of members/teams, and the strength of enemies

Most guilds quantify these three elements with the use of letters, very similar to the realm letters for Chi cultivation (see Chi Cultivation & Magic Spells section)

Missions and enemies are assigned values based on guessing, previous knowledge, espionage, public records, and other factors

Members and teams are assigned grades based on Chi cultivation and tests, created by the guild

For example, a C-ranked adventurer who reaches at least a cultivation level of B0 can apply (and pay a fee) to the guild to take a test for advancement to B-ranked adventurer

Teams are generally given the grade of the lowest member of the team, following a group test. So, when a C-ranked team's members all become B-ranked, the team can take a group test to upgrade the team to B-rank

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(V) Chi Cultivation & Magic Spells

Cultivation Overview

All magic in Lower Plane is based on Chi cultivation (pronounced 'key')

In the air floats free particles of magic, called mana

To cultivate (or increase) Chi, mana is absorbed through specific points in the body, called acupoints, channeled (or moved) through various specialized veins, called meridians, and stored in a magical core, known as the dantian

Levels and Realms

Mana stored in the dantian increases in distinct levels

Mana stored in the dantian increases in level nine times, before condensing into a new realm

Realms are given the letters D, C, B, A, S, SS (order of increasing strength)

Levels are given numbers that immediately following the realm rating, from 0 – 9

Mana in the dantian is gaseous for D and C-ranked creatures, liquid for B and A-ranked creatures, and crystalline solid in S and SS-rankers creatures

All creatures without magic are considered to be at the D0 rank

What, if anything, happens after the SS9 level is currently unknown

Cultivation Methods and Magic Spells

To cultivate Chi, one must know and utilize a method of cultivation, which is either recorded in style books or passed on orally, that explains which accupoints to use, the amounts of mana to bring in through each accupoint, and the pathway of mana veins to use to cycle the mana correctly throughout the body, before storage in the dantian

To use magic, one must know and utilize a magic spell, which is either recorded in application books or passed on orally, that explains the pathways and acupoints used to convert one's personal mana from the dantian into the right magical element and shape to properly form the spell. NOTE: magical abilities are still referred to as magic spells

Both cultivation methods and magic spells are graded, using the same letters as the cultivation realms

All complete cultivation methods must explain how to train from D0 to the 0 level of the method's grade. For example, a complete B-ranked cultivation method would allow someone to train from D0 all the way to B0

How to cultivate after reaching the SS0 level is currently unknown

A magical spell is graded by its ability to be effectively utilized by a 0 level creature in the same realm as the spell. For example, C-ranked creatures of any level will be unable to complete or effectively use a B-ranked spell, but even a C0-ranked creature can effectively utilize any C-ranked spell

Cultivators at a higher realm will still be able to use lower-ranked magical spells. Depending on the amount of mana used, the spell will simply be more powerful

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(VI) Elements & Affinities

Elements

Mana in dantians (personal), mana crystals, and mana released by dungeons into the world (free) is pure, non-elemental mana

Pure mana (either personal or free) can be converted into elemental mana via the use of a magic spell or an enchantment

There are three types of elements: basic, higher, and greater

There are ten basic elements, four higher elements, and two greater elements

The ten basic elements are organized in five pairs of opposites: Earth-Air, Fire-Water, Lightning-Nature, Light-Dark, and Life-Death. Opposing elements tend to conflict more with each other, and combination spells involving a pair of opposites are more difficult to form, but are more powerful than other combination spells

The ten basic elements and four higher elements are each associated with a color:

Color

Magic

Brown

Earth

Red-Orange

Fire

Dark Blue

Water

Light Blue

Air

White

Lightning

Green

Nature

Dark Yellow

Light

Black

Dark

Pure Red

Life

Pale Yellow

Death

Bright Silver

Space

Gray

Soul

Pulsing White

Healing

Pulsing Black

Gravity

The bottom four elements are the higher elements (Space, Soul, Healing, and Gravity)

The two Greater elements are Infernal and Holy/Celestial

Infernal mana is generated by demons and devils, of the Demon and Devil Plane, and used by themselves while in the Lower Plane. It is unknown if they can gift Infernal mana or the ability to convert/generate Infernal mana to those from the Lower Plane

Holy/Celestial mana is generated by celestial trees or by gods, of the Higer Plane. Currently, no one in the Lower Plane is gifted with the ability to manipulate or generate Holy/Celestial mana. (Light) elves need the Holy/Celestial mana generated by celestial trees to increase their fertility and cultivation, due to natural elven mana resistance

Common and Advanced Uses of the Elements

Spoiler: Common and Advanced Uses of the Elements

Magic

Common Uses

Advanced Uses

Earth

Defense, Enhanced Strength, Enhanced Endurance, Enhanced Durability, Heavier Weight (self), Building Fortifications, Construction, Altering Landscape, Used in Farming & Mining

Travelling Underground

Fire

Offense, Light, Heat, Smithing, Smelting, Glassblowing, Alchemy, Enchanting

Water

Create/Purify Water, Create Rain, Travel through Water,

Ice for Offense and Defense

Reduce or Eliminate Pain (Useful in Healing), Heal Poisoning, Control Blood in Enemies

Air

Create/Purify Air, Circulate Air, Flying, Breathe under Water, Silence or Intensify Sounds, Eavesdropping

Create Vaccuums to Attack or Block Fire & Lightning, Alter Gasses to Intensify Fires or Explosions, Increase and Decrease Air Pressures

Lightning

Offense, Active Lightning Rods, (Electrical) Shielding

Generate and Channel Electricity, Defibrillate Heart, Block Neural Pathways, Destroy Memories

Nature

Nourish and Grow Plants, Increase Yield in Farming, Fertilize Soil, Heal Plants, Refresh Soil Nutrients, Block Pests and Disease

Light

Create Visible Light, Create Illusions, Grow Plants Indoors or Underground

Transmit and Recieve Sound, Detect and Transmit Heat, Heat Food or Liquid, Tan or Burn Skin, Detect or Create Radioactivity

Dark

Hide and Travel in Shadows, Avoid Magical and Non-Magical Detection, Shield from Harmful Light

Create Invisibility by Allowing Light to Pass Through Objects or Creatures, Create Mirrors, Physical Intangibility

Life

Heal and Prevent Disease, Heal Chronic Conditions, Exercise Muscles

Slow or Halt Aging, Alter Genetics*, Heal Genetic Conditions*

Death

Create, Animate, and Control Undead Creatures

Place Creatures in Stasis (Incredibly Useful in Healing)

Space

Create Pocket Dimensions, Separate Spaces, Selectively Block Gasses, Liquids, Solids, and Mana, Teleportation, Block Teleportation, Preservation

Manipulate Time, Create and Contain Vaccuums of Specific Gasses, Shield Black Holes**

Soul

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Create Soulslaves, Dominate, Shield Mind and Soul, Create Links for Telepathic Communication

Influence or Alter Thoughts, Subtly Manipulate Actions, Read Mind, Heal Psychological Conditions***

Healing

Heal Physical Wounds

Gravity

Increase or Decrease Gravity

Generate Black Holes**, Awkward Flying

*Easily and frequently causes catastrophic consequences, especially if used on germ cells

**Theorized, never successfully achieved

***Incredibly finicky and possibility easily addictive

A Note about Healing

Mmany different elements are useful in healing animals and creatures. In fact, all mana types except Earth, Nature, and Dark can be useful in healing (and Nature magic is the only way to heal plants). Therefore, there are many different types of specialized healers, who focus on the medical uses of different elements. Many times, healing will require a specialized healer or a combination effort of specialized healers. While city healing centers will look to have a combination of every type of specialized healer, adventurer parties tend to choose those that can heal wounds (Healing mana), those that can heal poison (Water mana), those that can place people in stasis (Death mana), or those that can transport people through teleportation (Space mana). The perfect healer for adventurers would be able to do all four

Affinities

Any sapient creature born on Sorenia can generate any of the fourteen, non-greater elements. For every individual, the mana of certain elements are far easier to generate and require much less personal mana due to being born with an affinity for these elements

It is currently believed that all creatures born on Sorenia are born with at least one affinity, for one or more of the fourteen, basic or higher elements

All creatures have an equal amount of net (or total) affinity which is always completely filled at birth

Most people have one major affinity, which represents about fifty percent of a person's net affinities, and two or three minor affinities, which make up the remainder

A person born with only one affinity is known as a savant, and will always be stronger with that element than anyone else at the same cultivation level

A person born with two major affinities is known as a hybrid, and cannot have any other affinities

A person may be born with no major affinity; he or she must have at least three minor affinities

It is unknown what the maximum number of affinities a creature may have is, but the highest on record was a person with six minor affinities and no major affinity

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(VII) Runes/Glyphs

Magical spells can be cast in an alternate method, utlizing a complicated symbol based language to form a magical circuit and power it with personal mana, mana crystals, or ambient mana

The symbols of this language are called runes or glyphs

The benefits of using a written spell, as opposed to an active spell as described above, are fourfold: 1) the ability to create permanent or repeated effects, 2) to allow anyone, even a D0-ranked creature, to make and use a spell, 3) the ability to use a spell instantly, at any time, in any environment (hence the teleportation glyph Dorn burned onto the back of his avatar), and 4) require no skill or knowledge to use, once written

The downsides of written spells are also fourfold: 1) ambient mana powered spells are either weak or easily depleted, 2) mana crystals are extremely expensive, as well as finite, and 3) written spells actually cost more mana than the active spell equivalent, so it's generally not useful for writing on weapons, armor, or accessories, and 4) experimental spells or miswritten spells tend to be explosive...

Most commonly, written spells are used as part of another process, like enchanting or tattooing

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(VIII) Mana Manipulation/Non-Elemental Magic

Little is known about pure mana manipulation, also known as non-elemental magic

Element-free, or pure, mana is far more difficult to manipulate than elemental mana, and it is not possible to shape within the body. As such, pure mana cannot be used in structured spells, as it can only be shaped once ejected from the body

There are only three uses of mana manipulation commonly known amongst the people of Sorenia: 1) to condense mana crystals, which can only be done by S or SS-ranked cultivators, 2) to increase the efficiency of mana use in elemental magic (becoming adept at manipulating pure mana externally makes it exponentially easier to manipulate elemental mana internally), and 3) to create simple forces, like pushes and pulls

Dorn has mentioned that both Flesh magic and soul transference/merging depend on one's ability to manipulate pure mana extremely accurately, and that mistakes tend to lead to catastrophic results

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(IX) Enchanting & Alchemy

Enchanting

Enchanting is the art of using a combination of written magic (see Runes/Glyphs section), mana crystals, and magical substrates (primarily magical metals and precious or semi-precious gems) to enhance weapons, shields, armors, clothes, and accessories

All enchantments require a recipe, either written or memorized, and precision. As stated in the Runes/Glyphs section, incorrectly drawn runes/glyphs or circuits lead to explosive results. The same is true for misformed or experimental enchantments

The central, most essential aspect of enchanting is the conversion of mana crystals into much smaller, but easily rechargable, 'batteries.' Mana crystals can only be condensed by S and SS-ranked cultivators, but the converted 'batteries' used in enchanting can easily be replenished by ambient mana and/or personal, pure mana

Enchantments that require a large amount of elemental mana use various substrates to help conduct and alter pure mana, fed by a combination of 'batteries,' charged by ambient mana, and a person's personal, pure mana. These are considered 'active' enchantments, and the so-called cool-down time is due to the need to re-charge the batteries with ambient mana. Unknown to most non-enchanters is that this cool-down time can be eliminated in an emergency by feeding the enchantment more personal mana, to cover the complete cost needed by the spell

Some simple enchantments, like increased durability, permanent sharpness, and self-cleaning, can be made solely with runes and mana 'batteries.' These enchantments are considered to be 'permanent,' as they 1) do not use very much mana, 2) there is no need to convert pure mana into elemental mana, 3) there is no need to form mana into a spell shape, and 4) are easily charged for long periods of time with ambient mana. However, even 'permanent' enchantments can run out of energy if left in mana-free environments for long periods of time

Metals such as adamantium, mithril, fire iron, and frozen steel are so prized both because of their ability to conduct enormous amounts of mana quickly and because they do so efficiently. Fire iron and frozen steel, however, only show these traits when conducting Fire mana and Water mana respectively. Mithril and adamantium show these traits when conducting anything, even pure, higher elemental, or greater elemental mana. Mithril is further prized for its light weight and high strength (like titanium), making for excellent armors, shields, and arrowheads. Adamantium is even more prized for 1) its ability to passively increase the draw of ambient mana, recharging mana 'batteries' more quickly, 2) its 100% efficient conduction of mana, something unseen in any other substance in existence, and 3) its ability to store ambient mana itself, as if it was made out of mana 'batteries'

Alchemy

Alchemy is the combination, usually fuelled by fire, of magic herbs, powdered (or ground) mana crystals, and various other substrates with fire to create useful potions or pills

Alchemy pills tend to be more beneficial towards cultivating and curing/preventing negative mental status effects, allowing for more peaceful and productive meditation and cultivation

Alchemy potions tend to be more beneficial towards fighting, healing, and exploring extreme environments

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(X) Dungeon Floors

Floor #

Danger Level

Brief Description

1

N/A

Entrance Hall

2

N/A

D-Housing

3

N/A

D-Mining

4

D4

(I) Standard; Introduction

5

D5

(I) Element Hallways

6

D6

(I) Maze

7

D7

Forest

8

D8

Jungle

9

D9

Dry Canyon

10*

D9/C0**

(I) C-Rank Individual and Group Tests

11

N/A

C-Housing

12

N/A

C-Mining

13

C3

Underwater Maze

14

C4

Floating Islands

15

C5

Volcanoe

16

C6

(I) Standard; New Monsters

17

?

Core Room

*May only be completed once

**Boss Floor

(I) Instanced

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(XI) Dungeon Mechanics

Purpose of Dungeons, The System, Entropy, & Dungeon Points

Spoiler: Purpose of Dungeons

 The gods of the Higher Plane created the life-form known as the dungeon in the Lower Plane for three purposes: 1) release large amounts of mana into the worlds of the Lower Plane, 2) ensure that net entropy for the entire Lower Plane is always positive, and 3) create a system of both symbiosis and predation between dungeons and sapient species of the Lower Plane such that both entities as a population grow stronger

As of yet, it is unknown why the gods have these three goals and why they believed that a sapient life-form in the shape of a glorified underground training facility was the best method to accomplish these goals

The gods bestowed the System upon dungeons to give each dungeon the ability to measure its actions by the resultant change in entropy. The System is a series of blue "screens" viewable only to dungeons and their pixies. These screens provide information on the difficulty level (or rank) of a dungeon, as well as the accumulated positive entropy created by a dungeon

Instead of measuring the changes in entropy with Joules per Kelvin, as is standard, the gods arbitrarily invented and named a new unit, called Dungeon Points. The conversion between Joules per Kelvin and Dungeon Points is unknown, but it is known that dungeons are only bestowed 70% of the entropy the create as Dungeon Points. Or in other words, for every 1.0 Dungeon Point a dungeon creates, it recieves 0.7 Dungeon Points in return.

Levels, Floors, & Restrictions of the Gods

Dungeons are built in floors that are stacked one above another, creating very deep and complex underground facilities

The number of floors a dungeon may build is dependent on a statistic created by the gods called levels. Levels are simply numbered (1,2,3,4...). Increasing the level of the dungeon can be done voluntarily at any time by paying the required number of points. Dungeons are not required to purchase any level, there is no time limit for which a level must be acquired, and there is no limit on how many levels may be purchased or how often. Each level requires different amount of points, and every floor requires a certain amount of levels

The costs for each level and the number of levels required for each floor are somewhat arbitrary. Such a system looks remarkably similar to a system designed by an idiot that initially makes sense, but once implemented, quickly became untenable as it continued, so the idiot simply created a new system at various intervals to maintain a logical balance ;D

Due to restrictions by the gods, every floor must be capable of being successfully completed by a single individual, every floor must be easily accessible after completing the previous floor, every floor must be conquered in numerical order (i.e the 1st floor leads to the 2nd floor, which leads to the 3rd floor, and so on), and the dungeon core must be on the lowest floor and easily accessible

Abilities of the Dungeon

The basic, inborn abilities of a dungeon are threefold: 1) the ability to absorb any and all non- living matter within its range of influence, otherwise known as its 'body,' 2) the ability to re-create, re-shape, and re-purpose anything it absorbs within its 'body,' primarily to create and maintain an underground training facility filled with deadly traps, dangerous creatures, and many varieties of treasure (more commonly known as 'loot') to act as bait for luring sapient creatures to and into the facility, and 3) perform maintenance and upkeep on the underground facility (i.e keeping the air breathable, keeping the facility lit, absorbing and re-creating dead creatures, re-setting traps, and re-creating treasure bait

To aid dungeons in performing these tasks, the gods have given dungeons access to two unique systems. First, dungeons have access to a 'store,' where various items and abilities may be purchased. The abilities and items that can be purchased, the abilities and items that can even be seen, and the ability to view the store itself are dependent on the level of the dungeon. The second system is a yearly virtual auction, where a copy of the dungeon's conciousness will be uploaded to a large auction hall along with the conciousness of all other dungeons (at or above level 10). Here, dungeons can offer up items for bidding, bid on the items of other dungeons, and bid on items put forth by the gods. Supposedly, all purchases and sales are anonymous, but Emelia has demonstrated suspicion that this is indeed the case

Dungeon-born creatures, who were born outside of the dungeon, can freely enter and leave the dungeon, just like the dungeon avatar or dungeon-born sapients with the race of one of the four sapient races and no cultivation. If the dungeon avatar leaves the dungeon, it will be cut off from the mana of the core, if the core has any. If any creature with cultivation that was born inside the dungeon (except the avatar) exits the area of the dungeon's body, it will trigger a dungeon break (see next sub-section) due to the rules of the gods

Inter-Dungeon Battles and Dungeon Breaks

Spoiler: Inter-Dungeon Battles and Dungeon Breaks

Every dungeon at or above the A-rank must participate in an annual battle against another A- rank or above dungeon. Matchings and battle dates are supposedly chosen at random. Each dungeon is notified 24 hours prior to the beginning of the battle

Dungeons are given handicaps if matched with a higher-ranked dungeon. The System determines and implements the handicaps such that both dungeons are evenly matched

This battle is fought by creating a virtual copy of each dungeon, dungeon's traps, and dungeon's monsters. A virtual version of each dungeon avatar will lead a small number of copies of fellow dungeon monsters through the virtual copy of the enemy's dungeon

Each entering dungeon avatar and dungeon monster is given fifty lives to attempt conquering. Whoever destroys the enemy's dungeon core first is declared the winner. If both teams fail to conquer each other's dungeon, the System makes a judgement call as to who the victor is. Any team that refuses to participate is automatically declared the loser, even if both teams refuse to participate

The winning dungeon recieves half of the Dungeon Points owned by the losing dungeon at the time of battle combined with half the Dungeon Points that the dungeon has spent in the previous month. The losing team loses ALL of its Dungeon Points and everything it purchased in the previous month

When high-ranked dungeons lose all Dungeon Points, even for a brief period of time, a dungeon break is usually caused. Without any points, a dungeon's beast-core containing creatures will enter a form of insanity and rage, desperately trying to escape from the confines of the dungeon and madly attacking any nearby or interfering sapients. Once a creature with cultivation that was born in the dungeon escapes, the dungeon-pixie bond is severed, the pixie summoned back to the pixie world, and the dungeon is cut off from the System and cannot spend points. Destruction at this point is inevitable. Thus, losing an annual inter-dungeon battle frequently results in the destruction of the dungeon

If the physical boundaries of any dungeon touch the physical boundaries of another, an inter- dungeon battle identical to the annual ones will take place 24 hours later, regardless of the level of the two dungeons. This battle will not replace the annual battle

If a dungeon's avatar enters the another dungeon, a voluntary inter-dungeon battle may be initiated and battle will begin 24 hours later. In such a case, the two dungeons may be of any level, and the dungeon who initiates the battle will be considered one realm higher when the handicap is determined. If the initiator wins, it receives a compensation of half the DP's its opponent has and half the DP's spent by the loser in the last 24 hours (before battle). The loser loses half his DP's and anything purchased in the previous 24 hours. If the initiator loses, the winner receives a compensation of half the DP's its opponent has and half the DP's spent in the previous month. The loser loses half its DP's and everything purchased in the previous month

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(XII) Named or Titled Characters/Groups

Dungeons and Pixies

Dorn'Axial, commonly known as Dorn, was a male, 3,000-year old, silver Space dragon, who transferred his soul and conciousness into a perfect, regular dodecahedron-shaped, 6,000-carat diamond, becoming a dungeon core in Khal kingdom of East Lucenia, on the planet, Sorenia, located in the Lower Plane. Currently, he is using his male, human- looking dungeon avatar to secretly join the Seekers of Capital as a B-ranked, mage-type damage dealer and team enchanter from Central Fantisa. He is pretending to be a former, high-ranked cultivator who lost his accumulated mana due to an injury to his dantian and Kiera Stanton's patron, gifting her with equiptment, style books, and application books. He is in a romantic relationship with the formerly human and now dungeon-born female, Kiera Stanton, who is also the only individual born outside the dungeon to know Dorn's secret status as the dungeon (besides Emelia). Core retained SS-ranked cultivation and his human avatar is a low B-ranked cultivator

Emelia is the excitable, forgetful, and neurotic female dungeon pixie bound to Dorn. She hated Tina, a dungeon pixie, and was glad that Dorn was responsible for her death. She is responsible for guiding Dorn's growth, helping him maintain and upkeep the dungeon, acting as a sounding board for Dorn's ideas, assisting him in brain-storming, and explaining features of the System, Dungeon Store, Auction, and Inter-dungeon Battles. Age unknown and negligible power

Bob was a friendly male dungeon who gave Dorn advice at Dorn's first annual auction, age and power unknown

Marhe was a vicious female dungeon, who tried to force Dorn into her control via a gift at Dorn's first annual auction. Age and power unknown

Tina was the female dungeon pixie bound to the nature dungeon is Ilsan, before the dungeon (along with Tina) was killed by an angry Dorn. Age and power at time of death is unknown

Beings from the Higher Realm

Jarerre was the male auctioneer at Dorn's first annual auction; race, age, and power unknown

Elves, Dwarves, and Beast-kin

Ailmer Enfina, female chief of the elven grove which posessed a cutting of a celestial golden pine tree, before sacrificing the cutting to Dorn's dungeon in return for a new, growing, celestial golden pine tree. She led her grove of elves to migrate to Dorn's dungeon. Age unknown and A-ranked cultivation

Thalia, formerly C-ranked, currently B-ranked, female elf ranger and scout, member of the Seekers of Capital, and team alchemist and herbalist. Shares a friendly but antagonistic relationship with the team's dwarven tank, Vossan Graygranite. Age unkown

King under the Mountain, king of all dwarves in East Lucenia, sent Vossan Graygranite to negotiate trade agreements with Khal and sent Stroggean Oakmantle to lead a small settlement's worth of buidlers and settlers to create a village in Dorn's dungeon. Age, name, and strength unknown

Stroggean Oakmantle, dwarven lieutenant in charge of all dwarves and the dwarven village in Dorn's dungeon. Age and strength unknown

Vossan Graygranite, B-ranked, male dwarf tank, member of the Seekers of Capital, and team miner, shares a friendly but antagonistic relationship with the team's elvish ranger, Thalia. Age unknown

Michio, male beast-kin chieftan of a feline tribe, who led his members to migrate to Dorn's dungeon. Age and strength unknown

Dungeon-born Sapients

Agrand Dwarfy, a male dwarf sapient created by the dungeon to man the exchange center at the colosseum, exchanging Devil Points earned by adventurers for style books, application books, weapons, armor, accessories, alchemy products, alchemy recipes, enchantment recipes, and basic resources, like metals, gems, herbs, other alchemy resources, tools for various crafts, and books on various crafts. Age irrelevant and no power

Beasty, male wolf-variant beast-kin with absolutely no cultivation whatsoever. Age irrelevant and no power

Jerry(#), a series of identical and functionally indistinguishable elves created by the dungeon to run the inns and serve as bartenders. The number following a Jerry's name is random, meaningless, and changes whenever Dorn feels like. Ages irrelevant and no power

Kiera Stanton was a former female human from a wealthy, middle-class family in the Ilsan Empire. When her parents both passed away, her brother inherited the business and gambled away all the money. Desperate, he attempted to sell Kiera to a noble, but Kiera ran away before her brother could. Hunted by bounty hunting adventurers of Ilsan, Kiera ran all the way to Khal kingdom. She worked as a migrant farmer on many farms, always leaving after a few months. Eventually she ended up as the first sapient to enter Dorn's dungeon. She made a deal with the dungeon where Dorn would kill and re-create her instantly as a dungeon-born version of herself, and Dorn would subsequently be able to speak telepathically with her at any range and have access to her five senses. In exchange, Dorn gave her clothes, a horse, gold, two moderately good non-enchanted daggers, and altered her body and mind to be able to use the daggers well. Kiera travelled to Khal City, announced the dungeon to the world, returned with a group of B- ranked adventurers, and began living in the dungeon. As reward for completing her task, Dorn gives her a style book and a few application books, after testing her affinities and finding out she has the affinities for a strong healer. She eventually brings a group of adventurers and Dorn's avatar together, forming the Seekers of Capital, the highest ranked team in the dungeon. At C9-rank, she is the only member of the Seekers currently not B-ranked. She is in a romantic relationship with Dorn. She is 27 years old.

Humans of East Lucenia & Adventurer Groups

Therese, dead, formerly a human, female, D0-ranked farmer at the okra farmer and mother of Coyne. A few days after Coyne was killed by Earl Anatole Hallowedlash, she hanged herself. Age at time of death unknown

Coyne, dead, formerly a human, male,15-year old, D0-ranked farmer at the okra farm, son of Therese, and friend of Kiera. Killed by Earl Anatole Hallowedlash for interrupting the earl's father during a speech and demanding basic rights for the farmers

Duke Doscue Hallowedlash, a human, male, duke of the Khal kingdom and owner of the okra farm which Kiera tried to burn down prior to arriving at the dungeon. Paid for Kiera to be assassinated by the Ravens, a mysterious group of assassins led by a powerful man known as Ravenlord, after she purchased the land containing the dungeon. The duke had either been turned into a slave by, or had become a traitor for, Friedrich Hartjenstein, who had ordered the duke to have Kiera assassinated. Eventually, he arrived in the dungeon and purchased the land from Kiera. Later, he is put in charge of the dungeon by the king of Khal, a soulslave of Friedrich Hartjenstein. His son is Earl Anatole, who killed Coyne, attempted to rape Kiera, attempted to kill Kiera, and colluded with Davon and Quinton of the Voices of Fortune to kidnap Kiera. Age and cultivation unknown

Earl Anatole Hallowedlash, dead, formerly a human, male, C2-ranked earl of the Khal kingdom and son of Duke Doscue Hallowedlash. He was notorious in Khal for raping, torturing, and murdering farm workers on a regular basis. He killed Kiera's friend, Coyne, at the okra farm. Later, when his father brought him to the dungeon so the duke could purchase the land containing the dungeon from Kiera, he attempted to rape Kiera while she was bathing. When she fought back, he tried to kill her, before being injured and run off. Later, he colluded with Quinton and Davon of the Voices of Fortune to have Kiera kidnapped while the Seekers of Capital and the Voices of Fortune were in the ninth floor of the dungeon, the Dry Canyon. Dorn took him prisoner, made him a soulslave, forced him to reveal his plans, released him as a slave, and allowed Kiera to kill him. Age at time of death unknown

Warley, a human, male, S1-ranked, adventurer. He was formerly an agent of Kendra, formerly the leader of the adventurer's guild in Khal City, and formerly the leader of the humans in the dungeon. He is now working to become the head of a new government made by and for adventurers, and centered in the dungeon. He is over a century old, but specific age unknown

Ravens, a mysterious group of assassins based in Khal City and led by the Ravenlord. Highly trained, they can be identified by a small tattoo of a raven between the index and middle fingers of the dominant hand. One failed to kill Kiera, when he was distracted by Jeromy Wither, sent by Warley to protect Kiera. The Raven was then paralyzed and killed by Kiera

Ravenlord, a human, male, assassin, and leader of the Ravens, a mysterious group of assassins based in Khal City. Paid by Duke Doscue Hallowedlash to assassinate Kiera. The first Raven sent failed. Age and cultivation unknown

Scarlet War-Mages, the B-ranked group of Adventurers from Khal City, assigned to confirm the existance of Dorn's dungeon, as well as examine, first-conquer, and report on the dungeon. Leader is Roderick (tank). Members include Hendrik (healer), Lina (mage damage dealer), and Mina (mage damage dealer). Formerly included Jeromy Wither (rogue/scout)

Jeromy Wither, a human, male, B-ranked rogue/scout, adventurer from Khal City, and former member of the Scarlet War-Mages. After leaving the Scarlet War-Mages to follow Warley to the dungeon, he agreed to join and lead the party put together by Kiera, later joined by Dorn, and finally named the Seekers of Capital. Age unknown

Roderick, human, male, B-ranked tank, adventurer from Khal City, and leader of the Scarlet War-Mages. He was dominated by Warley, an agent of Kendra, and attempted to destroy the dungeon core, before he was freed by Dorn. Age unknown

Hendrik, a human, male, B-ranked healer, adventurer from Khal City, and member of the Scarlet War-Mages. Age unknown

Lina, a human, female, mage damage dealer, adventurer from Khal City, twin of Mina, and member of the Scarlet War-Mages. Age unknown

Mina, a human, female, mage damage dealer, adventurer from Khal City, twin of Lina, and member of the Scarlet War-Mages. Age unknown

Seekers of Capital is the mostly B-ranked (excluding Kiera who remains C9) group of adventurers put together by Kiera. Jeromy Wither, the team's leader, left the Scarlet War-Mages to come to the dungeon, and he agreed to join and lead the group. Dorn's human avatar later decided to join the group as well. Leader is Jeromy Wither (rogue/scout). Members include Kiera Stanton (healer), Thalia (ranger/scout), Vossan Graygranite (tank), and Dorn (mage damage dealer)

Voices of Fortune, the currently C-ranked group of adventurers in the dungeon who were helped by the Seekers of Capital through level 9, the Dry Canyon. During the two groups' time together, the two brothers, Quinton and Davon, attempted to assassinate Dorn as well as knock out and deliver Kiera to Earl Anatole Hallowedlash. Dorn incapacitated Quinton and killed Davon, before disguising himself as Davon and capturing the earl. After questioning, Thornley executed Quinton and Kiera executed Earl Anatole. The three surviving members have made it to the C-Housing floor and are searching for a new scout and damage dealer. Leader is Thornley Shurman (tank). Members include Brook Ward (healer), Davon (damage dealer, DEAD), Quinton (rogue/scout, DEAD), Kinnard (damage dealer)

Thornley Shurman, a human, male, C1-ranked tank, adventurer, and leader of the Voices of Fortune. Age unknown

Brook Ward, a human, female, C-ranked healer, adventurer, and member of the Voices of Fortune. Age unknown

Kinnard, a human, male, fighter damage dealer, adventurer, and member of the Voices of Fortune. Age unknown

Davon, dead, formerly a human, male, damage dealer, adventurer, and member of the Voices of Fortune along with his brother, Quinton. Killed by Dorn for colluding with Earl Anatole Hallowedlash to kidnap Kiera. Age and cultivation at time of death is unknown, but the cultivation can be estimated as D9, C0, or C1

Quinton, dead, formerly a human, male, rogue/scout, adventurer, and member of the Voices of Fortune along with his brother, Davon. Killed by Thornley for colluding with Earl Anatole Hallowedlash to kidnap Kiera. Age and cultivation at time of death is unknown, but the cultivation can be estimated as D9, C0, or C1

Humans of Central Fantisa

Hartjenstein Family, a family from the Central Fantisa continent, was once a financial powerhouse due to their ownership of a large mercantile organisation. They discovered, to their misfortune, that without real-world cultivation power as a backing, the power of their money was illusory. With their business slowly being swallowed by the more militaristic families, they decided to abandon Central Fantisa and work on switching the family to becoming a cultivation-focused family. Further, the family shows a notable strain of extreme hatred and bigotry towards the three, non-human sapient races of beast- kin, elves, and dwarves. So extreme is this hate, that they have contracted with the Demon and Devil Plane, as a means of empowerment. They believed that their path back towards power was to discover a new dungeon in a continent outside Central Fantisa, conquer or control the country in which the dungeon is located, and use it to train their family. The Demon and Devil Plane inform them of A Dragon's Dungeon in the Khal kingdom on the East Lucenia continent, so they sent Friedrich, their most powerful, S- ranked Soul-mage to enslave the king and the dungeon, for the family. Meanwhile, the family packed and left in five enormous airships, migrating to Khal. As payment for the help, the Demon and Devil Plane also demand that the Hartjensteins notify the drow elves that the dungeon contains a celestial tree. Despite hating all non-humans and worrying that the drow will destroy the dungeon, the Hartjensteins have no choice but to agree. When Friedrich attempts to enslave Dorn, Dorn uses the link to reverse the magic, enslaving Friedrich, and learns of the plans of the Hartjenstein family, as well as the knowledge of the coming drow.

Friedrich Hartjenstein (cowled man), a human, male, S-ranked Soul mage, and member of the Hartjenstein family. He was sent by the family to Khal to enslave both the king and the dungeon core. When he attempts to enslave Dorn, Dorn reverses the magic, enslaving Friedrich, and discovers the plans and actions of the family. Later, Dorn uses Friedrich to control the king of Khal and to communicate with Warley, as a representitive from the dungeon. Later, during the invasion of the drow, Dorn kills Friedrich in the mistaken belief that he would receive enough Dungeon Points to allow him to re-construct his dragon body to use as an avatar and fight off the drow. Immediately following Friedrich's death, and during the drow invasion, the Hartjenstein family in their airships appear in the distance, soon to reach the dungeon

Koenraad Hartjenstein, a human, male, and head of the Hartjenstein family. Age and cultivation unknown

Adalwen Hartjenstein, a human, male, member of the Hartjenstein family, and the contact for Friedrich, the familly's strongest S-ranked Soul mage. Adalwen passes on the family's orders to Friedrich and brings the information and news from Friedrich to the family. Age and cultivation unknown

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(XIII) Plot Summary

Dorn'axial, better known as Dorn, is a 3,000-year old, male, silver Space dragon with an SS-ranked cultivation, proficiency with all 10 lower and all 4 higher elements as well as pure mana manipulation. He has two goals in life, and he has had these goals for a very long time. First, he wants to gain immortality by transforming into a dungeon, or more specifically, a dungeon core. Second, he wants to use the dungeon to train and equip sapients who come to his dungeon to become stronger, especially against demons and devils. Due to the death of his parents three millenia ago at the hands of devils and demons, Dorn wants to use the trained sapients from his dungeon to completely obliterate and destroy the Demon and Devil Plane.

He prepares as many materials and creatures as possible, then transfers his soul and consciousness into a 6,000-carat, perfect, regular dodecahedron-shaped diamond hidden behind 11 magic shields formed by runes carved into the ground and powered by all the mana his core passively releases into the dungeon. There is one shield for every basic element and the one higher element capable of forming a shield. He manages to keep his SS-ranked cultivation as a dungeon core. Thus, the only risks to his life are twofold: 1) particularly strong Soul mages and 2) any being capable of wielding infernal or celestial mana. Luckily, only gods can wield celestial mana, and they seem to be uninterested in granting this ability to any of their followers in churches, let alone anyone else in the Lower Realms. As for infernal mana, this can only be wielded by demons and devils. At this moment, no mortal in the Lower Realms has been granted the ability to wield infernal mana, and whether such a thing is possible is unknown. What is possible, however, is for an SS-ranked minion or two S-ranked minions to summon a powerful demon or devil within his body, leading to his destruction. And of course, an SS-ranked Soul mage with a major affinity or an S-ranked Soul mage savant would be able to turn Dorn into a slave.

The third risk to Dorn's life comes in the form of his sanity, sorely tested by his personal dungeon pixie, Emelia. Emelia is hyperactive, neurotic, flippant, and somewhat dimwitted, but she has a bright personality that contrasts nicely with Dorn. She helps explain the System (blue screens), Dungeon Points (positive entropy change that Dorn receives for absorbing matter, killing sapients, and passively having sapients within his body), the Dungeon Store (a virtual store where dungeons can spend Dungeon Points to buy resources, items, creatures, and traits specific to dungeons), and levels (a system where the dungeon must purchase more and more levels, to unlock the ability to create more floors and purchase different items in the Dungeon Store). She also explains the annual auction put on for all dungeons in the Lower Plane as well as the system for virtual inter-dungeon battles, including the mandatory annual battles between all A-rank and higher dungeons, as well as the potential benefits/consequences.

Kiera Stanton was a former female human from a wealthy, middle-class family in the Ilsan Empire. When her parents both passed away, her brother inherited the business and gambled away all the money. Desperate, he attempted to sell Kiera to a noble, but Kiera ran away before her brother could. Hunted by bounty hunting adventurers of Ilsan, Kiera ran all the way to Khal kingdom. She worked as a migrant farmer on many farms, always leaving after a few months. Eventually she ended up as the first sapient to enter Dorn's dungeon. She made a deal with the dungeon where Dorn would kill and re-create her instantly as a dungeon-born version of herself, and Dorn would subsequently be able to speak telepathically with her at any range and have access to her five senses. In exchange, Dorn gave her clothes, a horse, gold, two moderately good non-enchanted daggers, and altered her body and mind to be able to use the daggers well. Kiera traveled to Khal City, announced the dungeon to the world, returned with a group of B-ranked adventurers, and began living in the dungeon. As reward for completing her task, Dorn gives her a style book and a few application books, after testing her affinities and finding out she has the affinities of a strong healer. She eventually brings a group of adventurers and Dorn's avatar together, forming the Seekers of Capital, the highest ranked team in the dungeon. At C9-rank, she is the only member of the Seekers currently not B-ranked. She is in a romantic relationship with Dorn.

Dorn has completed sixteen floors of his dungeon, and his core room occupies the seventeenth. His danger rating has reached C6. He has created two danger-free floors for housing and two danger-free floors for mining, plus a beautiful entrance hall. His lowest housing floor also contains a Colosseum, where individuals or teams can fight demons and devils and gain Devil Points, which can then be exchanged with Dorn for all sorts of rewards. His Space magic shields divide the two housing floors into four quadrants, one each for the four sapient races. He has talked about eventually bringing the shields down, in an attempt to force the two races to work together. He seems to still be considering this.

Unfortunately, enemies have started knocking on Dorn's door. The Hartjenstein is a racist, pro-human, former merchant family from the strong continent of Central Fantisa. This family will do anything to gain power, including working with the Demon and Devil Plane. They sent their strongest, S-rank Soul mage, Friedrich, to enslave the king of Khal. Upon learning about the new dungeon in the country they are planning to conquer, the Hartjenstein order Friedrich to head to the dungeon and enslave the core. When they tell this to the Demon and Devil plane, they are forced to also inform the drow that the dungeon has a celestial tree, an object which they would love to destroy. Two S1-ranked drow matriarchs, along with six A-ranked priestesses. The dungeon only has a single S-ranked mage to attempt to stop them. Although Dorn's core is still SS-ranked, the core can't move, and once the two matriarchs realize this, they will surely work together to summon a powerful demon or devil. Emelia, though, comes up with an idea to fix this, but before she can tell Dorn, he notices the airships carrying the Hartjenstein family approaching the dungeon. Not to mention, Dorn had only minutes previously killed Friedrich Hartjenstein, the family's Soul mage who was instead enslaved by Dorn. And they probably already know it, and will be out for blood.

And if all that wasn't enough, the civil war in Ilsan caused by Dorn destroying their S-ranked dungeon in a fit of rage, only days before becoming a dungeon, has ended and they are primed to invade Khal. And meanwhile, Kendra in the east is eying both Khal and Ilsan as two plump pieces of meat. They too, will soon invade. Meanwhile, with the Khal king enslaved by Dorn, the adventurers in A Dragon's Dungeon want to form their own country, built by and for adventurers (mostly, they just don't want to pay the fees and taxes that both Ilsan and Kendra would impose). Dorn must first worry about the drow and the Hartjensteins, for they are the only ones with the ability to summon a demon or devil that could destroy his core. As for Ilsan, Kendra, and Khal, that is a problem he is only too happy to foist off onto the adventurers. He honestly, couldn't care less.