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/ Series / Global Dungeon Network
Global Dungeon Network
Global Dungeon Network
65.9k Views 1679 Favorites 62 Chapters 0 Chapters/Week 407 Readers
4.8 (29 ratings)
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Characters
Selene

The POV of this story.

She is tall for a woman, but thin in a bad way. Lack of sunlight has left her naturally pale skin rather ghostly. Her hair is probably the only thing she takes care of, being dark brown and long enough to reach her lower back. Her eyes are hazel, a mostly brown color with flecks of green.
She both desires and fears the company of others. Years of successfully avoiding people have left her in a miserable state, on the verge of death at the beginning of the story.
Dislikes sudden socializing, buzzing sounds, fatalism. Likes winning, tasks that demand focus.

Spoilers for Chapter 13 - Change and Chapter 14 - Resolve.

Spoiler

Due to the Dungeon's influence, she has gained a great deal of physical strength, no longer being at risk of starving to death. Some small, imperceptible changes to her personality also occurred as a result of the Refinement pattern from the Evolution function of the Interface.

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Spoilers for Chapter 29 - Heart of the Mountain.

Spoiler

She has decided that the current circumstances offer a chance to improve herself in more ways than through the Evolution function of the Interface, but she is unsure how to proceed. 

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Spoilers for Chapter 31 - Buying Trouble.

Spoiler

Selene is the first person to use magic on Earth, aside from Nyx. Wow, a real life celebrity.

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Nyx

Nyx/Nox

Spoiler

The one who created the sub-space defense grid that protects Earth from chaos incursion. She shattered her own Crystal Core in an attempt to fully realize her goal. Unlike a low level DM, she can recreate her Core given enough time and a significant amount of chaos conversion. Her party members were Erebus, a Marshal type dungeon; Tartarus, a Fortress type dungeon; and Hemera, a support type dungeon. Her own dungeon was a support type

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Spoiler

Blessings of Night

A series of blessings granted to all Dungeon Masters that empower their dungeons during the night. These blessings will be lost when the DM chooses their specialization.

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The letter she sent to every Dungeon Master had the same wording, with two minor differences. The name at the top belongs to the recipient. The name at the bottom was a word the reader associated with the night. For Selene it was Nyx.

Items
Crystal Core

The heart of the dungeon. It primarily acts as a container, for energy, for souls, for information. It can also function as a catalyst for the use of anything inside, but only by the Dungeon Master.

The Interface

A mysterious device that assists an aspiring Dungeon Master in the manipulation of their Crystal Core. 

"This phone was a rather sleek looking thing. It seemed like there wasn't even enough room for the circuits and whatnot. It also didn't have any buttons or outlets around the edges like a normal smartphone. Instead, it was kind of like holding a thick piece of glass with something squishy around it. Even the screen was soft."

Selene's Casual Wear

Dungeon made Arachne Silk clothes.

Durability Enchant: Allows item to weather both damage and casual wear and tear. The item will also offer slightly more protection against attacks meant to cut or pierce.

Self-Repair Enchant: Allows item to repair itself using the wearer's mana. More time will be required to repair larger or more intricate pieces.

Self-Clean Enchant: Allows item to clean itself and its wearer of all substances using the wearer's mana. Item will never stain or soak, but cannot be used to clean outside objects either.

Ventilated Enchant: Allows item to regulate internal temperature using the wearer's mana. Extreme heat or cold will require additional mana. The item will also increase the effectiveness of spells designed to increase resistance to temperature changes.

Floral Scent Enchant: Allows item to produce a floral scent that replaces the wearer's odor using their mana. Effective against natural and magical tracking. Beware of bees.

Dampening Enchant: Allows the item to reduce damage from heavy impacts, while also smoothing out and softening the material.

Tracking Enchant: After collecting enough of the wearer's mana, the item will reveal its location when requested. At longer ranges, the item will only give a general direction. 

The sweater was long, both in the sleeve and at the hem. The leggings were a loose fit and had six pockets - like real pockets, that I could actually fit my hand in. Honestly, they were jeans, but it felt weird to call something not made of denim 'jeans'. The boots were made with thick slabs of laminated silk to make them more durable. All of it was undyed, with a slightly ethereal look despite not being transparent. Apparently a natural trait of Arachne silk, to make it harder to see their webs. The enchantments made it occasionally pulse with faint green and gold ribbons of light.

Divining Tool

It was a small box with rounded edges, sort of like a jewelry box. There was a wrist strap attached to a corner, made of the same material as the felt covering the box. It was rather comfortable to hold. Opening it, I found a small crystal orb filled with liquid. Minute flecks of metal floated inside the orb. More strikingly, the entire inside of the case was covered in tiny runes, three of which were currently glowing.

"If you use the Divining Tool to help with a Divination spell, the metal dust inside the crystal will be drawn into certain patterns by the enchantments."

Creatures
Creature Database

The Creatures available in the Interface come from one of three sources. The first are living creatures the Crystal Core comes into contact with. The second are creatures designed by the Core itself for their own purpose. The third are creatures that are recreated from mythological sources and stories. 

As an example, assuming they weren't encountered in another world before, Humans would be the first type since they are the inhabitants of Earth. If a Core created subspecies of humans or other creatures, they would be the second type. Elves and Dwarves would be the third type, along with any other obscure fairytale creatures the Core could find records of.

Creatures the Core creates would need to be made using parts from the Evolution Database. If the parts needed don't exist, they would automatically be designed using references from the myth. If there aren't enough details to recreate the needed parts and the creature wouldn't be a plausible being, the Core gives up and doesn't accept the Creature design into the Database. This is rare, however.

Rockworms

Rockworms are a magical creature named after the Earthworm, though they have no relation to each other outside of general similarities. All Rockworms burrow through the ground and coat themselves in elemental armor to prevent injury to their soft flesh.


Common Rockworm
1 CP for 2

Spoiler

The most typical example of a Rockworm. They burrow through stone in search of soft, tasty stone they can consume and nest in. Once they begin nesting, they do not leave the nest and defend it to the death. They have almost no combat power, so they primarily survive by building their nests where few predators will find them.
They take the form of a meter long worm covered in common stone armor. An Elemental Gem of Earth in the forehead melts stone and allows it to eat the liquid mud.
Once enough stone is eaten, they lay 3-5 eggs which hatch after 2 weeks. Dungeon repop rate is 4-8 after a day and a half. 

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Greater Rockworm
6 CP

Spoiler

While rare, Greater Rockworms are the most well known of their kind. These giants occasionally rise to the surface to assault roads or city walls made of delicious stone. Lacking any offensive capabilities outside of their size and barbed tongues, they pose little threat to anyone smart enough to run away.
They take the form of a giant, ten meter long serpent covered in common stone armor. The Greater Elemental Gem of Earth in their forehead allows them to melt large quantities of stone and slurp up the liquid mud. Sadly, they lack the capability to use the stone to its true potential.
Once enough stone is eaten, they lay 2-3 eggs which hatch after 3 weeks. Dungeon repop rate is 3-4 after a day and a half. 

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Elemental Rockworm
15 CP

Spoiler

Elemental Rockworms typically only appear in places connected to the Elemental Plane of Earth, or on that plane itself. Unlike their cousins, these creatures are relatively intelligent, and will avoid civilization as much as possible. Also unlike their kin, they are expert users of Earth magic, and should be avoided by those who value their lives more than whatever gold might be earned by hunting them.
They take the form of a ten meter long serpent covered in white-gold manastone armor. The Greater Elemental Gem of Earth in their forehead melts large quantities of stone to be slurped up as food. Additionally, they can manipulate both liquid stone and solid stone for offensive and defensive purposes.
Once enough stone is eaten, they lay 1-3 eggs which hatch after 1 month. Dungeon repop rate is 2-4 after 2 and a half days. 

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Oreworm
12 CP

Spoiler

Unlike their stone eating cousins, Oreworms are only satisfied when eating metal ores and gems. As such, cities that make their living from mines and artisanship often find these pests feeding on their livelihood. To complicate matters, the brutes are covered in unique manastone armor and can cast some simple metal magics. As such, many nations put massive bounties on individual creatures and send their strongest soldiers to subjugate an infestation.
At three meters long covered in a special malachite armor. The Elemental Gem of Metal in the forehead can melt common stone and convert it into edible liquid ores, but they prefer to use this ability to burrow through stone in search of natural ores.
Once enough ore is eaten, they lay 1-3 eggs which hatch after 1 month. Dungeon repop rate is 2-4 after 2 and a half days. 

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Hellworm
20 CP

Spoiler

Stories say that the first Hellworms were introduced to the mundane realms by a malicious demon. While the truth is unknown, these monsters will often use their sensitive mandibles to follow tremors in the ground in search of prey. They lack the need or ability to eat living beings, but they bring fire and death to any they find. With heavy plates of superheated stone armor and powerful Fire and Earth magic, a single worm can cause the deaths of hundreds.
Growing between eight and twelve meters long, the oldest appear to be covered in white hot magma armor. Curiously, they seem to be able to shape the armor to some extent, and maliciously make themselves appear more disgusting to horrify their enemies. The Greater Elemental Gem of Magma in the forehead melts stone into edible magma.
Once enough molten stone is eaten, they lay 1-3 eggs which hatch after 1 month. Dungeon repop rate is 2-4 after 2 and a half days. 

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Abyssal Crawler
24 CP

Spoiler

A legendary creature of nightmare. It is unknown how or why Abyssal Crawlers come and go, just that they linger in the darkness and only raise their heads from the earth during the night. It's said that their presence heralds death and destruction on a continental scale, though there has only been one confirmed case of hostility against a civilization. The Crawler escaped after causing mass panic and sickness amongst two warring armies during a battle.
A behemoth at twenty-five meters long, encased in cold black chitin. Their Greater Elemental Gem of Darkness allows them to crawl through the darkness within the ground, consuming shadow mana that naturally occurs in the depths of the earth. They have countless legs and dark purple-black scales and chitter and clack when they move. Their passage leaves neither tunnel nor trace when swimming through the stone.
Once enough shadow mana is consumed, they lay 1-2 eggs which hatch after 1 year. Dungeon repop rate is 2-3 after 1 month. 

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Kindlesprites

Kindlesprite 

60CP


Spoiler

Also called Prometheans, or Greater Homunculi. The Kindlesprites were created to act as servants for the god of another world. They were made of a special elemental clay that absorbs and condenses mana. Crafted to excel in all things, and to evolve to specialize in their individual purposes.

They appear as a 1.5 to 2 meter tall human woman with ash grey skin, which flakes away over time. Their hair and eyes are any shade of black or white. 

Once enough Primordial Clay has flaked off their bodies and gathered in one place, the Clay will condense into a Promethean Core, around which a new Kindlesprite will form. Due to the dungeon, the Core will form a Kindlesprite after six hours.

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Fairies Part 1

A race of small winged spirits which were born from and sustained themselves with a specific type of mana. Each one worked to protect their environment and offer blessings to those who helped them, or at least captured their whimsical attention.

The sheer variety of Fairies is impossible to explain in full. Expect new entries to be added as needed.


Air Fairy
20 CP

Spoiler

Sometimes called Sylphs, they are Fairies born of wind, storm and sunlight. Reclusive and shy, Air Fairies are the most rarely encountered, and second most uncommon kind of Fairy. Those who attempt to capture them often find themselves lost and misdirected, unable to follow even the simplest of directions. Contrarily, those who capture their affection will mysteriously travel faster or find unprompted gifts of clothing or other finery. Holding one is said to bring warmth and good fortune.
They appear as a 12 to 20 centimeter tall human with diaphanous wings. They are nearly transparent, with ghostly yet bright hued colorations. All glow with a faint white-gold light.
Like all Fairies, they asexually produce a single child if they obtain enough of their favored mana and choose to do so. Due to the dungeon's influence, they will repop after roughly two weeks.

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Darkness Fairy
20 CP

Spoiler

Sometimes called Skyggen, they are Fairies born of darkness, mischief, and strong desires. Darkness Fae are the most commonly encountered, and the most hated. Dozens of superstitions claim ways of warding off their attention, giving countless examples of the miserable fate of those who fail to follow their warnings. It's said that warlocks and other users of vile magic often form contracts with such creatures in order to fulfill their darkest desires.
They appear as a 12 to 20 centimeter tall human formed of shadow, with white or purple eyes. They are shapeshifters who can avoid detection with ease. All glow with a faint black light that makes them difficult to see.
Like all Fairies, they asexually produce a single child if they obtain enough of their favored mana and choose to do so. Due to the dungeon's influence, they will repop after roughly two weeks.

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Earth Fairy
20 CP

Spoiler

Sometimes called Pixies, they are Fairies born of earth, stone and metal. Despite the prominence of Earth mana in most worlds, one of the rarest types of Fairy. Miners and others who interact with the earth frequently consider Earth Fairies to be blessed protectors and guardians. Cities are often built around the inexhaustible mines and fertile fields inhabited by such Fairies. It's said that harming one will lead to the downfall of nations.
They appear as a 12 to 20 centimeter tall human with metallic insect wings. Their coloration changes based on their environment, typically taking earthen hues and textures. All glow with a faint brown-grey light.
Like all Fairies, they asexually produce a single child if they obtain enough of their favored mana and choose to do so. Due to the dungeon's influence, they will repop after roughly two weeks.

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Fire Fairy
20 CP

Spoiler

Sometimes called Hearth Fairies or Hobs, they are born of fire mana. They are drawn to places where the light is weak; dark caves, stoves or forges, where they can burn all the brighter. They are temperamental, but always reward those who please them. Offerings of baked pastries and green wood often result in blessings that increase the strength or guile of the supplicant. It's said that if you stop to look, every wildfire's leaping flames are in fact Fire Fairy dancing in the wind.
They appear as a 12 to 20 centimeter tall human formed of living flame. Though they can alter their form to some extent, they all glow with a dull red-orange glow, which flares up into a vibrant yellow when exposed to high heat.
Like all Fairies, they asexually produce a single child if they obtain enough of their favored mana and choose to do so. Due to the dungeon's influence, they will repop after roughly two weeks.

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Light Fairy
20 CP

Spoiler

Sometimes called Lumen Sprites, they are Fairies born of pure light. The rarest of the elemental Fairies, as the conditions where they might form are often better suited to other Fae. They are impassive and inscrutable, showing little regard for anything, even their own lives. Those who are lucky enough to encounter them are encouraged to capture them in transparent containers and provide offerings of bright, cool light. The creatures will escape immediately if mistreated, however, often leaving their 'host' sickly and near death.
They appear as a 12 to 20 centimeter tall winged humanoid with undefined features. They are nearly transparent, formed of radiant light. All glow with a faint light the same color as their body.
Like all Fairies, they asexually produce a single child if they obtain enough of their favored mana and choose to do so. Due to the dungeon's influence, they will repop after roughly two weeks.

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Water Fairy
20 CP

Spoiler

Sometimes called Nixies or Gealach Sidhe, Fairies born of water and moonlight. There are several types of Water Fairies, taking strength in freshwater, swamp water, or saltwater. A naturally formed Water Fairy will be severely limited outside their native environment, but this can be alleviated when the light of the moon shines strongly. Those who drown despite being in good health are thought to have slighted a Water Fairy.
They appear as a 12 to 20 centimeter tall human with liquid wings and bodies. Though they can alter their form to great effect, they natively appear as if they were made of water from their home. They glow with a faint blue-white light, though each is a slightly different hue dependent on their environment.
Like all Fairies, they asexually produce a single child if they obtain enough of their favored mana and choose to do so. Due to the dungeon's influence, they will repop after roughly two weeks.

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Fairies Part 2

Aletheia Fairy
15 CP

Spoiler

Fairies drawn to sources of information and gems. Aletheia Fairies inhabit libraries, courts and other places where secrets come to light or new truths are discovered. The nature of the material is irrelevant, all information is a source of power and joy. It's said that no lie will go unrevealed in their presence.
They appear as a 12 to 20 centimeter tall human with scaly moth wings. They typically have dull, mature colorings, though all glow with a faint turquoise light.
Like all Fairies, they asexually produce a single child if they obtain enough of their favored mana and choose to do so. Due to the dungeon's influence, they will repop after roughly two weeks.

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Clockwork Fairy
15 CP

Spoiler

Fairies drawn to intricate machinery and complicated patterns. They find joy in the perfection of absolute predictability, repetitive and uniform. Every item made by a Clockwork Fairy will work in exactly the same way, have the same appearance, and survive the same conditions. Any changes made can be repaired in a flash, and a request for a replacement can be fulfilled without blueprint or error. It's said that as long as an item made by a Clockwork Fairy remains undamaged, it will never fail until the end of eternity.
They appear as a 12 to 20 centimeter tall human with gear shaped wings. Every Clockwork Fairy has brass colored skin and copper colored hair. Additionally, they all glow with a faint blue-gold light the same color as their eyes.
Like all Fairies, they asexually produce a single child if they obtain enough of their favored mana and choose to do so. Due to the dungeon's influence, they will repop after roughly two weeks.

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Contraption Fairy
15 CP

Spoiler

Fairies drawn to clever devices and intricate machinery. They are distinguished from the Clockwork Fairy by the personal and wondrous nature of the items they choose to inhabit. They will only be satisfied if their devices are well maintained and loved. Items made or blessed by a Contraption Fairy are said to be more valuable than a hundred inferior products.
They appear as a 12 to 20 centimeter tall human with silky insect wings. Their colorations are as varied as their personalities, though all glow with a faint blue-gold light.
Like all Fairies, they asexually produce a single child if they obtain enough of their favored mana and choose to do so. Due to the dungeon's influence, they will repop after roughly two weeks.

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Fairy Familiar
15 CP

Spoiler

Sometimes called Potion Fairies or Little Muses, they are Fairies of unusual origin. Due to their many intellectual skills, they are often contracted by witches or mages as familiars. It's said that a Fae Familiar is born as an aid for new mages just coming into their power.
They appear as a 12 to 20 centimeter tall human with silky insect wings. Their colorations are as varied as their personalities, often reflecting the nature of their master. All glow with a faint blue-gold light.
Like all Fairies, they asexually produce a single child if they obtain enough of their favored mana and choose to do so. Due to the dungeon's influence, they will repop after roughly two weeks.

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Spring Fairy
15 CP

Spoiler

Fairies born of flowers and plants. Not to be confused with Water Fairies- They can appear near ponds or in rain touched planes, but only in association with the trees and flowers that grow well there. During the warm months, Spring Fairies will often provide blessings of healing and resilience to those who bring them baubles or interesting stories. However, it's said that those who harm the hibernating Winter Fairies in their care will be vanquished without mercy.
They appear as a 12 to 20 centimeter tall human with butterfly's wings. They have human colorations, with a hint of green or bright colors matching the flowers of the plants they inhabit. All glow with a faint green-pink light.
Like all Fairies, they asexually produce a single child if they obtain enough of their favored mana and choose to do so. Due to the dungeon's influence, they will repop after roughly two weeks.

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Winter Fairy
15 CP

Spoiler

Fairies born of ice, snow and the cold light of winter. When the plants die and the land freezes, they keep the Spring Fairies company, protecting them from harm and sharing stories of the silent world. Far more vicious than their fair-weather counterparts, they should be avoided at all costs. In the event that an encounter is inevitable, frozen goods and transparent crafts should be carried loosely- to allow the creatures to steal them without undo frustration. It's said that their presence is the source of various minor ailments and blessings.
They appear as a 12 to 20 centimeter tall human with snowflake shaped wings. They share their colorations with the snow and ice, being white or blue, with the occasional hint of purple. All glow with a faint purple-blue light.
Like all Fairies, they asexually produce a single child if they obtain enough of their favored mana and choose to do so. Due to the dungeon's influence, they will repop after roughly two weeks.

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Nymphs Part 1

Aurae
45 CP (Reduced if a Place of Power is already present)

Spoiler

The personification of breezes and stormy domains. Aurae are incorporeal, drifting on the wind like clouds. Despite this, they are skilled archers and artists, crafting works of art from animal hides or woven grasses. Those who anger an Aurad will be struck with pinpoint accuracy, by arrow or bolt of lightning. Those who find favor with an Aurad will find their steps lighter and their passage swifter.
In their native form, they appear as a peerlessly beautiful humanoid woman made from silvery clouds or wreathed in tranquil electric sparks. The exact details are dependent on their domain, and sometimes shift to match rapid changes or as they please.
While Spirits can form naturally in any place of power, Aurae are a Unisex race, and will require a partner of a valid race to repop. Such a pairing will always produce an Aurad after between six months and two years, depending on the density of mana and power of their partner. Due to the dungeon's influence, they will repop after roughly one month.
When created by the Crystal Core, an Aurad will naturally form a place of power that can sustain them. The cost will rise if the environment is unsuitable. Placing them in an already existing place of power that does not contain a Nymph or other Great Spirit will result in a discount in CP costs.

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Dryad
35 CP (Reduced if a Place of Power is already present)

Spoiler

The personification of trees and forest domains. Dryads are shy, often relying on their followers to lure trustworthy travelers to them for company. Those who manage to sneak or trick their way into a Dryad's presence often encounter poisoned thorns and angry Treants. Far more common than other Nymphs, they often gather in groves during the Spring to sing and dance together.
In their native form, they appear as a peerlessly beautiful humanoid woman with green or bark covered skin and flowering hair. The exact details are dependent on their domain, and sometimes shift to match rapid changes or as they please.
While Spirits can form naturally in any place of power, Dryads are a Unisex race, and will require a partner of a valid race to repop. Such a pairing can produce single or twin Dryads after between six months and two years, depending on the density of mana and power of their partner. Due to the dungeon's influence, they will repop after roughly one month.
When created by the Crystal Core, a Dryad will naturally form a place of power that can sustain them. The cost will rise if the environment is unsuitable. Placing them in an already existing place of power that does not contain a Nymph or other Great Spirit will result in a discount in CP costs.

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Lampad
50 CP (Reduced if a Place of Power is already present)

Spoiler

The personification of darkness and flames. Lampads have a terrible reputation, born from mischief and fear. While the occasional story claims they will guide lost travelers to safer roads, most claim them as malicious 'Will-o'-the-Wisps' that bring nightmares and death to all who see them. Uncontested is the claim that they are the most potent magic-users of all Nymphs, being masters of Fire, Shadow, and Curse magic.
In their native form, they appear as a hauntingly beautiful humanoid woman with bewitching eyes that shine like torches. Their exact features are dependent on their domain, and sometimes shift to match rapid changes or as they please.
While Spirits can form naturally in any place of power, Lampads are a Unisex race, and will require a partner of a valid race to repop. Such a pairing will always produce a Lampad after between nine months and two years, depending on the density of mana and power of their partner. Due to the dungeon's influence, they will repop after roughly one month.
When created by the Crystal Core, a Lampad will naturally form a place of power that can sustain them. The cost will rise if the environment is unsuitable. Placing them in an already existing place of power that does not contain a Nymph or other Great Spirit will result in a discount in CP costs.

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Nymphs Part 2

Naiad
40 CP (Reduced if a Place of Power is already present)

Spoiler

The personification of rivers, lakes and other freshwater domains. Naiads are the most proactive of nymphs in their attempts to seek out lovers. They use powerful Enchantment magic to lure travelers to them, who then wake after days, weeks, or even years with no knowledge of where they were. Such individuals often find themselves ostracized by their female companions or wives afterwards, for no reason they can discern. Those who seek out Naiads with rotten intentions are said to vanish, never to return again... Though some are found as bloated corpses far downriver from their last known location.
In their native form, they appear as a peerlessly beautiful humanoid woman. The exact details are dependent on their domain, and sometimes shift to match rapid changes or as they please.
While Spirits can form naturally in any place of power, Naiads are a Unisex race, and will require a partner of a valid race to repop. Such a pairing can produce single or twin Naiads after between six months and two years, depending on the density of mana and power of their partner. Due to the dungeon's influence, they will repop after roughly one month.
When created by the Crystal Core, a Naiad will naturally form a place of power that can sustain them. The cost will rise if the environment is unsuitable. Placing them in an already existing place of power that does not contain a Nymph or other Great Spirit will result in a discount in CP costs.

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Nereid
45 CP (Reduced if a Place of Power is already present)

Spoiler

The personification of oceans and other saltwater domains. Nereids are proud warriors who patrol their domain with dolphin or shark mounts. Despite this, they are considered one of the kindest varieties of Nymph, often helping sailors who fall prey to storms or monsters. Colonies of Mer and Sea Elves often find shelter from the horrors of the sea in their domain, offering beautiful works of art in return.
In their native form, they appear as a peerlessly beautiful humanoid woman with brightly colored skin and hair. The exact details are dependent on their domain, and sometimes shift to match rapid changes or as they please.
While Spirits can form naturally in any place of power, Nereids are a Unisex race, and will require a partner of a valid race to repop. Such a pairing will always produce a Nereid after between six months and two years, depending on the density of mana and power of their partner. Due to the dungeon's influence, they will repop after roughly one month.
When created by the Crystal Core, a Nereid will naturally form a place of power that can sustain them. The cost will rise if the environment is unsuitable. Placing them in an already existing place of power that does not contain a Nymph or other Great Spirit will result in a discount in CP costs.

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Oread
45 CP (Reduced if a Place of Power is already present)

Spoiler

The personification of mountains and other earthen domains. Oreads are physically strong and resilient, and they love to run through their domains at high speed. Travelers moving through an Oread's domain may notice the road leads to places it shouldn't or even doubles back on itself. Those who leave the road will easily become lost due to rapidly changing landmarks. However, these little 'pranks' aren't entirely malicious, and an Oread will always guide lost travelers to safety in the end.
In their native form, they appear as a peerlessly beautiful humanoid woman with stone or metal skin and hair. The exact details are dependent on their domain, and sometimes shift to match rapid changes or as they please.
While Spirits can form naturally in any place of power, Oreads are a Unisex race, and will require a partner of a valid race to repop. Such a pairing will always produce an Oread after between six months and two years, depending on the density of mana and power of their partner. Due to the dungeon's influence, they will repop after roughly one month.
When created by the Crystal Core, an Oread will naturally form a place of power that can sustain them. The cost will rise if the environment is unsuitable. Placing them in an already existing place of power that does not contain a Nymph or other Great Spirit will result in a discount in CP costs.

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Dwarves

A race defined by their short stature and love of the earth. Much to their discontent. Despite certain rumors, dwarves are not a Unisex race, with the females being just as common as the males. All dwarves have moderate resistance to magic and strength that makes them surprisingly capable fighters. Lastly, they have the unusual ability to innately understand the difference between different stones, minerals and ores.

Hill Dwarf
15 CP

Spoiler

Surface dwelling Dwarves. They dig into the sides of hills and mountains, creating bustling cities on top of the land. In contrast to other Dwarves, they are less stoic, less resistant to magic, and far more drunk. It's said that a particular Hill Dwarf drank a famous Stone Giant under the table, winning a bet that resulted in the Giant teaching the art of masonry to the Dwarves.
They appear as a 100 to 140 centimeter tall humanoid with wideset, thick features. Their coloration is dependent on local genetics, much the same as humans.
A male and female dwarf can produce a single child that will be born after eighteen months. Due to the dungeon's influence, they will repop after roughly a month and a half.

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Mountain Dwarf
20 CP

Spoiler

Despite the name, they tend to dwell deep underground, in natural caverns or expanded mines. They are renowned as smiths and magic craftsmen despite (or because of?) their high resistance to magic. Though they only have a small talent for earth and fire magic, they use a highly disciplined tradition to ensure they get the utmost result for their efforts. It's said that a Mountain Dwarf can tell you the history of an item that they've never seen before that moment with perfect accuracy.
They appear as a 100 to 140 centimeter tall humanoid with wideset, thick features. Their coloration is dependent on local genetics, much the same as humans, but the lack of sunlight does them few favors.
A male and female dwarf can produce a single child that will be born after eighteen months. Due to the dungeon's influence, they will repop after roughly a month and a half.

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Dark Dwarf
35 CP

Spoiler

Unfriendly and brash, a Dark Dwarf is just as likely to attack on sight as to offer an exchange of goods that horrendously favors themselves. While inheriting the ability to craft magic items, they gain even greater resistance to magic and the ability to wield the darkness element. It's said that they never forget a grudge.
They appear as a 100 to 140 centimeter tall humanoid with wideset, thick features. Their coloration is greyish in every way, as if the color was robbed from their bodies forcibly.
A male and female dwarf can produce a single child that will be born after twenty months. Due to the dungeon's influence, they will repop after roughly two months.

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Stone Dwarf
40 CP

Spoiler

Sometimes called High Dwarves, they are the image of the Dwarf in the eyes of other races. Strong, impervious to magic, skin made of stone or something as tough, and extremely difficult to get along with. They are very rare, with no known settlement ever being recorded. Most are seen acting in communities made up of Hill Dwarves. It's said that no enemy of a Stone Dwarf can walk upon the earth in safety.
They appear as a 150 centimeter tall humanoid with wideset, thick features. They always appear to be under the effects of a stoneskin spell. If it is a spell, no witness has reported what lies beneath.
A male and female dwarf can produce a single child that will be born after twenty months. Due to the dungeon's influence, they will repop after roughly two months.

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Forgelord
40 CP

Spoiler

A Dwarf, but not. To the observer, they appear ethereal, formed of flames or light. Despite this, they are terrifying combatants and masterful artisans. Their touch ignites enemies but heals friends, and their oaths always hold true. They are very rare, with no known settlement ever being recorded. Most are seen acting in communities made up of Mountain Dwarves.
They appear as a 150 centimeter tall humanoid with wideset, thick features. They appear slightly transparent, and emit a golden light that warms the air.
A male and female dwarf can produce a single child that will be born after twenty months. Due to the dungeon's influence, they will repop after roughly two months.

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Elves

Humanoids associated with nature and the wilds, distant descendants of the Fae. Though no longer Spirits, they still hold a close connection to mana. This makes them excellent magic users, supporting their supernatural physique. Like their one-time relatives, Elves are whimsical and free-spirited, preferring to explore their own interests over the long years.


Wood Elf

15 CP

Spoiler

Forest dwellers and guardians of nature. Outside of the talents common to all Elves, they have a high talent for wood magic, and minor talents for earth and plant magic. They live in hidden cities created through masterfully enchanted wood and stone. It's said that the first of the Wood Elves was an unparalleled archer, and many of their rangers train with projectiles to emulate this progenitor.

They appear as a 140 to 180 centimeter tall humanoid with elegant, lean features. Their coloration is dependent on local genetics, much the same as humans.

A male and female elf can produce a single child that will be born after twenty-three months. Due to the dungeon's influence, they will repop after roughly two months.

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Sand Elf

15 CP

Spoiler

Elves that live under the light of the harshest suns. They live in deserts or other dry lands, where their talents for sand, fire and earth magic give them many opportunities others lack. They often travel with the winds, building temporary homes from sandstone and hide. It's said that they are the last remnants of a once prominent race of flame-affinity Fae.

They appear as a 140 to 180 centimeter tall humanoid with elegant, lean features. Their coloration is dependent on local genetics, much the same as humans, but the harsh sun often darkens their skin to some degree.

A male and female elf can produce a single child that will be born after twenty-three months. Due to the dungeon's influence, they will repop after roughly two months.

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High Elf

20 CP

Spoiler

Ephemeral elves that dwell wherever the light and wind meet. They are famous for their works of art and song, and the gravity defying cities that they inhabit. Their talents for magic are not limited to affinity, though they have a preference for air, light and water mana. Outsiders often see them as arrogant or selfish due to their intense focus on their personal interests, but for the same reason it's often said that a High Elf can always be counted on to see something through to a triumphant conclusion.

They appear as a 150 to 200 centimeter tall humanoid with elegant, lean features. Their coloration is dependent on local genetics, much the same as humans.

A male and female elf can produce a single child that will be born after twenty-three months. Due to the dungeon's influence, they will repop after roughly two months.

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Dark Elf

35 CP

Spoiler

Elves with an exceptional affinity for darkness mana, and high talents for most other magics as well. Due to their affinity and ancestry, they often seek dark places to practice their craft. The depths of the earth, the far corners of the world where the sun never rises; such places often shroud gothic manors guarded by fiends, elementals and worse. They are even more whimsical than the rest of their kin, taking extreme actions in response to relatively minor events or boredom.

They appear as a 150 to 200 centimeter tall humanoid with elegant, lean features. Their coloration ranges from pale grey to purplish-black, with many shades in between depending on local genetics.

A male and female elf can produce a single child that will be born after twenty-three months. Due to the dungeon's influence, they will repop after roughly two months.

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Sea Elf

35 CP

Spoiler

The depths of the oceans and seas are cruel places, but the Sea Elves bring light and song to such places. Though they are formidable magic users, the danger of the depths means that they rely more on diplomacy for their dominance than any form of direct warfare. They are considered the friendliest variant of the elves, and any coastal nation is guaranteed to have an amiable relationship with them.

They appear as a 140 to 180 centimeter tall humanoid with elegant, lean features. Their coloration is dependent on local genetics, much the same as humans, but with a tendency to paler tones due to the lack of sunlight. 

A male and female elf can produce a single child that will be born after twenty-three months. Due to the dungeon's influence, they will repop after roughly two months.

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Sky Elf

40 CP

Spoiler

The rare and serene winged elves are formidable thaumaturges and sorcerers. Dwelling in unreachable mountaintop monasteries and sanctuaries, they offer protection and tutelage to other winged Creatures. They care less for physical crafts than mantras, poetry, and other immaterial arts.

They appear as a 160 to 220 centimeter tall humanoid with elegant, lean features and powerful feathered wings that stretch up to three times their height. Their coloration is dependent on local genetics, much the same as humans.

A male and female elf can produce a single child that will be born after twenty-three months. Due to the dungeon's influence, they will repop after roughly two months.

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Fae Elf

45 CP

Spoiler

Unlike their kin, these Elves still hold onto their nature as Spirits. Born of Faerie, their magic is primal and filled with supernatural potency. Spells cast against them will fail or empower them, and natural beings will answer to their will if possible. But above all else, they are driven by emotion. Even a fleeting thought will send them on mad quests to fulfill their whims. Strangely, these emotions hold little sway over their Hearts.

They appear as a 160 to 220 centimeter tall humanoid. Though all appear as winged elves, each is utterly unique in their form, reflecting any shade of the seasons or the wilds.

A male and female elf can choose to produce a single child that will be born after twenty-six months. Due to the dungeon's influence, they will repop after roughly two months.

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Skeletons/Moving Bones Part 1

When a living Creature dies, trace amounts of death mana begin to accumulate in the body. The amount is so small that even vulnerable microbes that normally feed on corpses are unaffected by the dangerous mana. However, when powerful emotions like betrayal, hatred, fear and regret accumulate, they can imbue those seeds of death mana with the power to grow and consume living matter. In some cases, a corpse may suddenly animate and begin to act on the emotions that granted it a false second life.

Skeleton (Human)
~2 CP

Spoiler

At their most basic, a Skeleton is a collection of bones animated by Death Magic. In the event that a significant amount of negative emotion imbued mana accumulates in a location that has bones in it, the bones may absorb the mana and act in accordance with the emotions that animated them. The simplest reason why this is so uncommon is that most bodies in places where negative emotions are strong would still have flesh and blood, resulting in a zombie or ghoul instead.
Their appearance is simply the same as the base Creature, without any flesh or blood. Naturally formed skeletons may have a strange aura holding them together, but their bone is unlikely to have fully Necrified.
Skeletons have no way to propagate their 'species'. For a Dungeon, Skeletons can be created based on a number of other Creatures. The cost of Creation will vary if stronger Creatures are used as the base. This variant uses Human bones as an example.

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Skeleton Thrall (Human)
~5 CP

Spoiler

A Necromancer may carefully process bones until they become a catalyst for their magic. While bones treated in such a way are valuable in other ways, it is shockingly common to see them directly animated into a Skeletal Thrall. Such Thralls have similar physical capabilities to the Creature they were in life, but lack the mass of their previous form. This means they are lighter and faster, but also apply less force. They are also entirely mindless, incapable of planning or strategy, magic, or mysticism.
Their appearance is simply the same as the base Creature, without any flesh or blood. Due to the process applied to their bones, they take on a purplish tint under the right light, and a barely visible cloud of dark magic coats them.
Skeletons have no way to propagate their 'species'. For a Dungeon, Skeletons can be created based on a number of other Creatures. The cost of Creation will vary if stronger Creatures are used as the base. This variant uses Human bones as an example.

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Stitched Bones (Human)
~10 CP
Spoiler

While Skeletal Thralls are a decent first step for the aspiring Necromancer, they are often found to be lacking in power. To change this, carefully processed leather and sinew is used to tie the bones together, relieving the animation spell of the burden of holding the bones together. Often the leather is enchanted to further raise the durability of the Thrall as well. While their overall strength is raised, they remain mindless.
Their appearance is identical to a Skeleton Thrall of the same base, but coated in leather. The magic that animates them becomes completely invisible to unaltered sight, but becomes significantly stronger.
Skeletons have no way to propagate their 'species'. For a Dungeon, Skeletons can be created based on a number of other Creatures. The cost of Creation will vary if stronger Creatures are used as the base. This variant uses Human bones as an example.

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Skeletons/Moving Bones Part 2

Death Knight
~20 CP

Spoiler

With the lessons learned from crafting Stitched Bones, the aspiring Necromancer may advance to the construction of Death Knights. While most are coated in enchanted metal armor, the creation of such armor is normally not a skill Necromancers possess. As such, a solo or outlaw Necromancer usually constructs armor from the bone, leather, or scales of powerful monsters. This can enhance the power of the Death Knight, at the small cost of not having the durability of metal. Unlike common Thralls, if enough magic is imbued in a Death Knight, they may gain a semblance of a Mind and Heart. Truly, this is the point where a Necromancer has advanced beyond the level of a beginner.
Their appearance is identical to a member of their former race coated in heavily enchanted armor. The armor is a part of their body however, and damaging it can harm the magic that animates them. Once removed, what lies beneath is identical to a Stitched Bones.
Skeletons have no way to propagate their 'species'. For a Dungeon, Skeletons can be created based on a number of other Creatures. The cost of Creation will vary if stronger Creatures are used as the base. This variant uses Human bones as an example.

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Amalgamation of Bone
35 CP

Spoiler

A Necromancer in search of bones to experiment on once created a truly horrific monster. The Amalgamation was formed from the bones of several powerful monsters, and ordered to collect more bones to strengthen itself. Over time, the Creature gathered enough bones and negative emotion to become sentient and break the bonds placed on it by its former master. In the end, it was slain by a Wood Wyvern after a long, drawn out battle in which the Wyvern was mortally wounded. It's said that had the Wyvern failed to draw the fight, the world itself may have been consumed.
Their appearance is unique to each individual. However, all are formed of Necrified Bone gathered from the Creatures used to create them. Dark magic emanates from them like a choking fog.
Moving Bones have no way to propagate their 'species'. For a Dungeon, an Amalgamation will fall into slumber if it isn't given a constant supply of bone from non-dungeon Creatures. They cannot sustain themselves with the bone made by a Dungeon.

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Lich
~50 CP

Spoiler

In search of Immortality, the oldest and most learned of Necromancers will seek to take the final step by becoming a product of their own power. The Lich is the last remnant of a successful Necromancer. By trapping their Spirit inside an object heavily enchanted by Death Magic, the Lich loses the ability to age or decay. Time will not harm their ability to continue their studies, and the process will only improve their skills as a Necromancer. However, the process is delicate. It's said that many a 'successful' Necromancer lost their sanity due to the pain or trauma of a slight miscalculation, becoming ferocious magic-wielding monsters.
Their appearance is an inanimate object that has been carefully prepared to house their Spirit for all of time. As powerful Necromancers, they may create temporary vessels for themselves using the same techniques they once practiced in life.
Skeletons have no way to propagate their 'species'. For a Dungeon, Skeletons can be created based on a number of other Creatures. The cost of Creation will vary if stronger Creatures are used as the base. This variant uses Human bones as an example.

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Walking Corpse/Zombie Part 1

When a living Creature dies, trace amounts of death mana will begin to accumulate in the corpse. The amount is so small that even vulnerable microbes are unaffected by the dangerous mana. However, it is possible for powerful emotions like betrayal, hatred, fear and regret to imbue those seeds of death mana with the power to grow. Sometimes a corpse will even animate and act on the emotions that granted it a false second life. Through this example, Necromancers have learned to create powerful Undead Thralls that serve their will.

Zombie (Human)
~2 CP

Spoiler

An unburied corpse, ever seeking to fulfill its desires. It is mindless, with no way to understand the world around it or even the very purpose that drives it. It will simply continue to act in a meaningless cycle of violence until it is vanquished. Due to the death mana that animates it, the flesh will be both heavier and hardened against attacks. The only grace offered to those who encounter one is their slow speed.
Their appearance is simply the same as the base Creature, but with semi-Necrified tissue frozen into the appearance it had between dying and being reanimated. Often their skin is discolored, slightly or heavily rotted and with horrible wounds.
Zombies have no way to propagate their 'species'. For a Dungeon, Zombies can be created based on a number of other Creatures. The cost of Creation will vary if stronger Creatures are used as the base. This variant uses a Human corpse as an example.

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Zombie Thrall (Human)
~8 CP

Spoiler

Where a normal Zombie is driven by the emotions that animated it, a Zombie Thrall is imbued with a specific purpose. They are compelled to obey the Necromancer that created them, ever loyal and never tiring. Their lack of any form of intelligence means they are poor assistants, but they have two hands(usually) and a respectable amount of strength. Their Necrified Tissues are extremely durable and heavy, making them excellent meat shields and test subjects both.
Their appearance is simply the same as the base Creature, but with purple-hued Necrified tissue frozen into the appearance it had when it was reanimated. A careful Necromancer will work to ensure their puppet lacks visible wounds or decay, such that they can walk about in public without drawing unwanted attention.
Zombies have no way to propagate their 'species'. For a Dungeon, Zombies can be created based on a number of other Creatures. The cost of Creation will vary if stronger Creatures are used as the base. This variant uses a Human corpse as an example.

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Ghoul (Human)
~15 CP
Spoiler

Ghouls are Undead formed as a result of a powerful curse. It is said that a Ghoul is first made when a living Creature engages in cannibalism, the will of the consumed eventually spreading death mana that sickens and slays the afflicted. Due to the nature of Ghoulcurse, it can only affect certain Creatures, and certain Creatures will be affected far more severely. When encountering Ghouls, it is suggested to immediately seek the aid of a healer to prevent further spread of the contagion. A Ghoul is strong and fast, with durable Necrified Tissue making it difficult to injure without special preparations. Though they are intelligent, they are significantly less so than they were in life. 
A ghoul is a creature that resembles a Zombie to some degree. However, its features are distorted, with lengthened claws and fangs, stretched out limbs and an emaciated, withered body. Further changes may be present, depending on the base Creature.
Ghouls can create more of their kind by biting or scratching Creatures of the same base race as themselves. For a Dungeon, Ghouls can be created based on a number of other Creatures. The cost of Creation will vary if stronger Creatures are used as the base. This variant uses a Human corpse as an example.

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Ghasts
Certain Creatures would ordinarily never become Ghouls due to their physiology. Should such a creature become the progenitor of a Ghoulcurse, the resulting abomination gains powers that would never be seen in a common Ghoul. While Ghasts can create Ghouls, they do not have the power to make more Ghasts.

Walking Corpse/Zombie Part 2

Revenant (Human)
~20 CP

Spoiler

Like a Zombie, a Revenant is a naturally formed Undead, constantly in search of revenge against those who wronged it. Unlike a Zombie, a Revenant maintains its previous persona, becoming an intelligent Undead capable of using powerful Death Magic alongside any skills it had in life. When slain, they will only remain dead temporarily, before their Spirit inevitably returns to finish what others started. The vengeful dead will not be denied.
Their appearance is simply the same as the base Creature, but with semi-Necrified tissue frozen into the appearance it had between dying and being reanimated. Often their skin is discolored, slightly or heavily rotted and with horrible wounds. As an intelligent being, they may take measures to hide their wounds, and any new wounds they take in the course of their unlife will naturally heal over time. 
Revenants have no way to propagate their 'species'. For a Dungeon, Revenants can be created based on a number of other Creatures. The cost of Creation will vary if stronger Creatures are used as the base. This variant uses a Human corpse as an example.

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Wight (Human)
~35 CP

Spoiler

A Wight is an Undead that seeks to bring all life to destruction or Undeath. Animated by hatred, disdain and pride, they wield powerful Death Magic, and have the ability to drain the life of anyone they touch. In addition, they retain their persona from their previous life, inheriting all of their skills and memories. Due to the nature of Wightcurse, they often excel in martial or magical traditions that make them a terrifying opponent.
Their appearance is an exaggerated version of their ideal self, wearing beautifully crafted monochrome armor and clothing. However, this beauty is tainted by the death mana that animates them, twisting their visage into a cold and horrifying darkness.
Wights can convert the victims of their life draining touch into Lesser Wights, which are identical to a normal Wight aside from being bound to the will of their master and lacking the strength of pride that drives a true Wight. For a Dungeon, Wights can be created based on a number of other Creatures. The cost of Creation will vary if stronger Creatures are used as the base. This variant uses a Human corpse as an example.

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Mummy (Human)
~50 CP
Spoiler

In search of Immortality, the oldest and most learned of Necromancers will seek to take the final step by becoming a product of their own power. Though the Mummy is not the first choice for many, there are advantages to choosing to become one over becoming a Lich. For one, the process is far less likely to fail. The number of insane Liches has given all Necromancers a bad reputation, but many famous Mummies are beloved by their subjects or even worshipped as gods. Where a Lich stores their Spirit in an object, a Mummy preserves their original body using death mana and powerful enchantments on the bandages that have been grafted to their Spirits. When slain, a Mummy will return to unlife so long as a single piece of its body remains, regenerating tissue and bandages at a rapid pace. 
A Mummy appears as a desiccated corpse, their Necrified flesh wrapped in enchanted silks and magic armor. It is rare for frail Necromancers to become Mummies, so a Mummy is more likely than not to have a large build.
Mummies can create Lesser Mummies by tainting a dead body with the death mana in themselves. These Lesser Mummies are frail and mindless, and will eventually turn to dust if they are not properly embalmed. For a Dungeon, Mummies can be created based on a number of other Creatures. The cost of Creation will vary if stronger Creatures are used as the base. This variant uses a Human corpse as an example.

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Vampires

Vampires are Undead created by a powerful curse or an uncompromising desire for eternal life. Their curse requires them to consume the life of Creatures of their former race, though some can consume other races, and a rare few do not harm those they harvest for vitality. A Vampire who fails to satisfy their thirst will either become a Bloodfiend, or lose their eternal life and become completely Necrified. Though they are weak to Light and Life magic, the tales of Vampires bursting into flame at the touch of sunlight are sadly exaggerated. 

Blood Thrall (Human)
~12 CP (Special)

Spoiler

Where a Zombie Thrall is animated and controlled by Death Magic, a Blood Thrall is animated by Blood Magic. They must constantly drain the blood of their former kind in order to maintain the magic that animates them. While they retain a part of their Mind, they become crazed and vicious monsters. A Blood Thrall is stronger, faster, and more durable than their base race, and the Blood Magic that empowers them allows them to regenerate from any wound that does not decapitate or bisect them. Fortunately, prolonged combat will weaken that magic, eventually 'starving' them to death; though the closer they get to death, the more dangerous their desperation will make them in the meantime.
Their appearance is the same as in life, but with pale, semi-Necrified skin and notably sharpened fangs and claws.
Blood Thralls can create more of their kind by draining the lifeforce of a member of their former race and then sharing some of the magic that animates them. Although this behavior hinders the survival of the Thrall, some lingering desire for companions seems to drive them to use this power excessively. The Dungeon cannot make Blood Thralls using the Creature menu, only through the use of the Blood Thrall Spell, which requires a non-Dungeon corpse.

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Bloodfiend
20 CP
Spoiler

A monster that can take the shape of a human, they are the devolved form of a once proud Vampire. With overpowering strength, a keen mind and powerful blood magic, a Bloodfiend is a nearly unkillable foe. They are endlessly ravenous, but can only feed on the blood and mana of sentient creatures due to the curse that afflicts them. Their most terrifying feature is their powerful regeneration. It's said that a Bloodfiend will regenerate so long as a single piece of its body remains.
They appear as a large humanoid monster with a lamprey's mouth and powerful clawed limbs. Their flesh is heavily Necrified, a fact that makes them harder to damage while at the same time weakening their power over life giving Blood Magic. 
Bloodfiends can create Blood Thralls by animating a corpse with Blood Magic, but they cannot create other Bloodfiends. Bloodfiends created by the Dungeon will lose their appetite, causing them to become lethargic and eventually fall into a slumber from which they cannot wake on their own. Only the blood of a non-Dungeon Creature will wake them, and only temporarily.

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Vampire (Human)
~35 CP

Spoiler

A Vampire that was created by an Ancestor Vampire. In Undeath, they gain immense strength, speed, resilience, and magical power. They lose nothing of their former memories or intelligence, often using their immortality to refine their Mind and knowledge. However, the nature of their curse often makes them apathetic to the lives of others, their prey in particular. While they can be killed by destroying the magic that animates them, their own magic makes this extremely difficult. It's said that a stake of silver or holly through the heart will kill one permanently.
Their appearance is an exaggerated version of their previous form; beautiful, but also cold and aloof. Their pale, semi-Necrified skin and Blood Magic imbued eyes give them a signature appearance found in many children's tales.
Vampires can create Blood Thralls by animating a corpse with Blood Magic, but they cannot create other Vampires. While Humans are used here as an example, the Dungeon can create Vampires based on other Creatures, with stronger Creatures raising the cost.

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Moon-Blessed (Human)
~40 CP
Spoiler

While the origins of the Moon-Blessed are unclear, it's certain that they are related to Vampires in some way. Like other Vampires, they feed on the lifeforce of their former kind, and are empowered in return. Unlike their kin, they do not suffer any ill effects if they fail to do so, so long as they hold onto a purpose. Most commonly, that purpose involves a lifelong contract with a member of their former race where blood is traded for the service of the Moon-Blessed. 
The Moon-Blessed appear as beautiful members of their former race with pale, rune-covered skin and white or gold eyes.
The Moon-Blessed require a member of their former or current race to repop, and will produce children in the same manner as their former race. The child will not be Moon-Blessed, however. While Humans are used here as an example, the Dungeon can create Moon-Blessed based on other Creatures, with stronger Creatures raising the cost.

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True Vampire (Human)
~60 CP
Spoiler

Also called an Ancestor Vampire. Each was created by the will of a being of immense power as a champion of evil. With immensely strengthened Bodies and Minds, a True Vampire is a powerful and cunning combatant. They are rumored to be capable of shapeshifting into various forms, creating Vampires by sharing their blood, and reviving an infinite number of times from death. It's said that to truly slay one, their coffin must be sanctified and buried in hallowed ground while they recover from their wounds. 
There is no way to distinguish an Ancestor Vampire from a common Vampire, except to witness the exercise of their power.
True Vampires can create Vampires by sharing their blood with a mortal being, but they cannot replicate their own species. While Humans are used here as an example, the Dungeon can create Vampires based on other Creatures, with stronger Creatures raising the cost.

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Succubi/Incubi


The last few times I tried making this, it didn't get added to the Glossary and I lost everything I wrote. So this version is the half-assed one.

Succubus is a catch all term for Spirits that feed on romantic desires. They have a well earned reputation for debauchery and immodest action. They are proficient with charm and conception magic and use this ability to gather the mana they have an affinity for. As unisex creatures, there is no functional distinction between members of the same subspecies despite their ability to reproduce sexually.

Abyssal Succubus
35 CP

Spoiler

A Demon that feeds on strong desires. Born of emotionally imbued darkness mana, commonly with a secondary affinity for water mana. They are gifted in infiltration and deception, as well as magic that will help them avoid detection. They have the innate ability to become incorporeal, allowing them to enter sealed spaces and avoid some attacks. Even when not actively hostile, they have a tendency to tell lies and play pranks so that they can witness the reaction when their deception is revealed.
Their native appearance resembles a beautiful human woman with grey or black skin and thin, curled horns, a long pointed tail, and leathery wings. They have the ability to adopt the appearance of their target's 'ideal love', and use this ability to incite desires they can feed on.
While Demons naturally form in the Fiendish Depths, Succubi may reproduce with compatible humanoids or each other. Such a pairing will produce one or two children of the same subspecies, being a Succubus if the Succubus is the mother, a Cambion if the child is male, or an Alu-Fiend if the child is female. The child will be born after between nine and thirteen months, depending on the density of their favored emotion and power of their partner. Due to the dungeon's influence, they will repop after roughly one month.

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Chorus of Regard
40 CP

Spoiler

A Chorus Celestial that feeds on Care, Love, or Infatuation. They attempt to contract people with lustful and compassionate personalities in exchange for sexual favors and companionship. They are considered weak combatants, with few offensive or defensive abilities. However, they can use powerful support type abilities and spells to increase the power of their contractor. A Regard is said to make sterile land lush and bountiful… Metaphorically speaking.
Unlike other Celestials, they can alter their appearance based on the ideal of their contractor. As such, it's almost impossible to describe the species physical traits as a whole.
While Celestials naturally form in the positive energy planes, Regards may reproduce with their contractor. Such a pairing will produce one or two children, being a Regard if the Regard is the mother, or a female child of the same race as the mother if not. A newborn Regard will manifest after between nine and thirteen months, depending on the density of their favored emotion and power of their partner. Due to the dungeon's influence, they will repop after roughly one month.

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Daemonic Succubus
35 CP

Spoiler

A Fiend that feeds on strong desires. Born of 'positive' intentions and emotionally imbued darkness mana, making them rare amongst Fiends. They often have secondary affinities for air or light mana. They have proficiency with support type magics and magics that allow travel across space or even dimensional planes. They are unusually contemplative, and their advice is often reliable.
Their native appearance resembles a beautiful human woman with short horns, along with a fur-lined tail and wings. They have the ability to adopt the appearance of their target's 'ideal love', and use this ability to incite desires they can feed on.
While they can naturally form in the Middle Realms, Succubi may reproduce with compatible humanoids or each other. Such a pairing will produce one or two children of the same subspecies, being a Succubus if the Succubus is the mother, a Cambion if the child is male, or an Alu-Fiend if the child is female. The child will be born after between nine and thirteen months, depending on the density of their favored emotion and power of their partner. Due to the dungeon's influence, they will repop after roughly one month.

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Diabolic Succubus
35 CP

Spoiler

A Devil that feeds on strong desires. Born of emotionally imbued fire mana, commonly with a secondary affinity for darkness mana. Compared to other Succubi, they are skilled warriors, specializing in aerial combat and destructive magics. They also have a surprising talent for defensive magics. Their Diabolic nature prevents them from breaking their contracts, even at their own expense.
Their native appearance resembles a beautiful human woman with red or blue skin and large horns, a spade tipped tail, and leathery wings. They have the ability to adopt the appearance of their target's 'ideal love', and use this ability to incite desires they can feed on.
While Devils naturally form in the Fiendish Depths, Succubi may reproduce with compatible humanoids or each other. Such a pairing will produce one or two children of the same subspecies, being a Succubus if the Succubus is the mother, a Cambion if the child is male, or an Alu-Fiend if the child is female. The child will be born after between nine and thirteen months, depending on the density of their favored emotion and power of their partner. Due to the dungeon's influence, they will repop after roughly one month.

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Half Succubi/Incubi
Cambions gain Fiendish strength and the affinity of their Incubus parent, while Alu-Fiends gain proficiency in charm magic and the affinity of their Incubus parent. Both exceed the standards of their mother's race in terms of appearance and magical affinity. 

Mandrakes and Alraunes

Plant type creatures, notable for their unusual properties as medicines and fertility boosters. All are unisex and homogamous, meaning they can repop with compatible humanoids of any sex, each other, or even themselves in rare cases. All have the ability to feed on sunlight, water, and nutrients they obtain from rooting themselves in soil, however, they can safely exist purely through mana intake through the use of their Mana Crystal. 


Mandrake
5 CP

Spoiler

Resembles and often mimics a non-magical plant of the same name. A small root creature that grows near places where men are executed for their crimes. They are often cultivated by witches and alchemists, though for very different reasons. Uprooting the creature can be very dangerous for the unprepared, as they inherit the toxic properties of their namesake, while adding in sound based offensive magics. When processed properly, it's said potions can be made that induce pregnancy in women and ardor in men.
They appear as a 45 centimeter tall human formed of gnarled roots, with a head of ovate leaves arranged in a rosette pattern. Their flowers are bell-shaped and become yellow or orange berries.
They self fertilize or rely on entomophilous pollination to produce between five and thirty seedlings, most of which will not arrive in soil capable of growing them. Due to the dungeon's influence, they will repop after roughly one week.

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Witch's Cloak
15 CP

Spoiler

A small, intelligent plant creature that climbs into the canopy of tall trees to hide from ground based predators. While they can engrain their roots in soil, they have also developed the ability to parasitize the trees they hide in. Being capable plant and poison mages, they offer a significant threat if forced into a fight, but they prefer to flee at the first sign of danger. Witches sometimes make pacts with them, offering protection and company in exchange for their services as a familiar and some of their body parts to be used as alchemical ingredients.
They appear as 80 to 120 centimeter tall humans wreathed in delicate leaves and vines. Below the knee, they have a thick bulb from which their roots and vines emerge. Their flowers are bell-shaped and produce jet black berries.
While capable of self-fertilization, they usually rely on compatible humanoid males of another species to produce between ten and twenty seedlings. Such seedlings must be planted in special soil capable of growing them. Due to the dungeon's influence, they will repop after roughly one week.

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Alraune
40 CP

Spoiler

A plant creature considered the bane of rangers and adventurers. They are sedentary creatures, more than capable of fighting off large predators lured in by their sweet nectar. In combat, they specialize in self-reinforcement, healing, and plant magic, alongside numerous physical weapons and defenses. Outside of combat, the Alraune creates large quantities of nectar as sustenance to be consumed during nights and cloudy weather. This nectar combined with charm magic is used to lure compatible humanoids in for the purpose of procreation. A legend claims that one followed a party of adventurers who angered it back to their city, where it shattered their wall and toppled several buildings before being forced to retreat by the resulting flames.
They appear as one to two meter tall humans with chromatophores that allow them to alter their skin color to best absorb sunlight. Below the ankle, they have a thick bulb from which their roots, leaves, liana and vines emerge. Their flowers don't follow any particular pattern, with the same specimen often having multiple types.
While capable of self-fertilization, they usually rely on compatible humanoid males of another species to produce between ten and twenty seedlings. Such seedlings must be planted in special soil capable of growing them. Due to the dungeon's influence, they will repop after roughly one month.

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Gemini Alraune
60 CP

Spoiler

Similar to the standard Alraune, but with the addition that they have a second humanoid body. These bodies share thoughts and feelings, acting in all ways as the same creature. However, they are capable of having multiple thoughts at the same time, and of casting multiple spells at once. This is not a separate species from the Alraune, rather a mutation or abnormality in the development process. As such, they are descended from and their children will be ordinary Alraune.
They appear as twin one to two meter tall humans with chromatophores that allow them to alter their skin color to best absorb sunlight. Below the ankle, they have a thick bulb from which their roots, leaves, liana and vines emerge. Their flowers don't follow any particular pattern, with the same specimen often having multiple types.
Unlike ordinary Alraune, they have no qualms with self-fertilization, though they still seek out compatible humanoids as companions. Each body can be fertilized separately, creating between ten and twenty Alraune seedlings each. Such seedlings must be planted in special soil capable of growing them. Due to the dungeon's influence, they will repop after roughly one month.

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Half-Alraune

While Alraune typically seek out male partners, they are fully capable of repopping with females of compatible species. The children of these women will often inherit a high affinity for plant magic and healing magic, and it isn't uncommon for Wood Elves and Dryads to initiate partnerships with Alraune.

Arachne

Aranea, usually called Arachne, are a unisex race of monstrous humanoids taking the form of an amalgamation of a female humanoid and a female spider. Originally, they were Dark Elves cursed by an evil goddess to become sterile monsters with no cognitive abilities. This changed after one aided another goddess in an important battle, and was changed into a true race with the ability to reproduce with their original race. 

Over millennia, mutations and variations resulted in the current list of subraces. While they have a mana crystal, they often hunt or trap prey as a supplement, especially when still growing. Aside from the known variants, it is common for Giant Spiders to become Arachne under special circumstances. They inherit the traits of their former species, often resulting in horrific monstrosities such as the Phantom Arachne. 

Pygmy Arachne
15 CP

Spoiler

A small Arachne that doesn't create webs, though they retain a relatively potent venom. They are semi social creatures, traveling or resting with small family groups, but ranging out to hunt or entertain themselves. They are strong for their size, easily able to overpower creatures two or three times their size, but still prefer to strike from ambush or behind. Their ability to use magic is minimal, though some are known to use shadow magic and stealth spells.
They resemble halflings or gnomes from the thighs up, and monstrous jumping spiders below that. Compared to other Arachne, their spider half is smaller than average. Their colorations vary based on bloodline, but they tend towards forest colors that help them hunt.
All Arachne are female, and require a male from a compatible humanoid species to repop. They will lay 5-20 eggs after a month, which are guarded zealously until they hatch two months later. Due to the dungeon's influence, they will repop after roughly one week.

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Wind Arachne
25 CP

Spoiler

An Arachne with silk that's lighter than air and almost entirely transparent. The webs they create flutter on the breeze like a ship on the ocean, causing them to appear as ghosts bobbing through the air. When they untether their webs, they often drift on the breeze, controlling their movements with wind magic and clever manipulation of their threads. Due to their affinity, their silk is great for purposes involving wind mana, but subpar for all other tasks.
They resemble pale humans or elves from the thighs up, and monstrous white spiders below that. Compared to other Arachne, their spider half is slightly smaller than average. Their colorations are largely white or colorless, though they sometimes have green or blue tints for reasons unknown.
All Arachne are female, and require a male from a compatible humanoid species to repop. They will lay 2-5 eggs after a month and a half, which are guarded zealously until they hatch three months later. Due to the dungeon's influence, they will repop after roughly a week and a half.

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Herbaceous Arachne
35 CP

Spoiler

An Arachne with sturdy forelimbs and a thick body. They live in large family groups or communities that look after their young together. Unlike other Arachne, they're almost exclusively herbivorous, raising trees and crops much as humans might. Their settlements are often used as market towns by other races, who value their silk as a high quality good. While their large, heavily armored bodies seem to imply a physical disposition, they incline towards nature magic, a trait that when combined with their particular nature, gives them innate control over spiders both mundane and monstrous. It's said that the first intelligent Arachne was of this species.
They resemble humans or elves from the thighs up, and monstrous jumping spiders below that. Compared to other Arachne, their spider half is significantly larger than average. Their colorations are quite vivid, sometimes creating unusual combinations of clashing colors due to their dual nature.
All Arachne are female, and require a male from a compatible humanoid species to repop. They will lay 5-20 eggs after two months, which are carefully managed by the community until they hatch three months later. Due to the dungeon's influence, they will repop after roughly a week and a half.

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Dark Weaver
40 CP

Spoiler

An Arachne covered in ominous markings. They are solitary predators, relying on webs to trap prey before delivering a potent venom. While their silk is high quality and very valuable, they do not trade or socialize, making it difficult to obtain. Their carapace is strong enough to turn even the heaviest attacks, and their thin, spear-like legs are deadly weapons. They can innately cast curse and darkness magic using the runes on their body. Most are considered little more than monsters, and hunted on sight. It's said they are the descendants of an evil goddess.
They resemble humans or elves from the thighs up, and monstrous black spiders below that. Compared to other Arachne, their spider half is larger than average. Their colorations are dark, with magical runes in red or purple naturally present.
All Arachne are female, and require a male from a compatible humanoid species to repop. They will lay 5-20 eggs after two months, which are not cared for and often cannibalize each other when they hatch three months later. Due to the dungeon's influence, they will repop after roughly a week and a half.

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Regarding Thread Control:
Arachne silk is durable and thin, but it is designed to trap without injuring, since it is often used to collect mates. As such, it cannot be used to cut, pierce or crush enemies, no matter how skilled the Arachne is in manipulating her threads. However, it may have special properties when flooded with elemental mana.

Location
Extra-Dimensional Planes

Parallel universes where the laws of reality are changed to an extreme degree. Outsiders will not be restricted to the native conditions, but the circumstances may be directly hostile to the unwary.


Elemental Planes

Spoiler

The Elemental Planes are formed of a single type of elemental mana. Other types of mana can and often do exist there, but their effects are dampened or even negated. The natives of the Elemental Planes are typically Spirits formed directly from mana, though other creatures with an affinity for the type of mana present may make their homes there. 

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Celestial Realms

Spoiler

The Celestial Realms are filled with mana heavily inundated with 'positive' emotions and intentions. Those with evil intentions will be weakened or suffer from waking nightmares based on the crimes they have committed. The Celestial Realms are guarded by the Celestial Choirs, and outsiders are looked upon with suspicion. Only those who have contracted with a Celestial are given freedom of movement- so long as their contractor is present. 

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Fiendish Depths

Spoiler

Scholars theorize that there is little difference between the Fiendish Depths and the Celestial Realms (as long as no Celestials are around to 'correct' them). The Depths are divided into hundreds of demi-planes that contain different types of mana infused with every conceivable emotion. The air is so thick with emotion that the unprotected are often driven to fits of rage, lust, or madness in accordance with the energies they draw into their Hearts. Fiends are naturally born from the mana here, and each part of the Depths is managed differently. Outsiders are welcomed with open arms- though they might not survive the affection. 

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Middle Realms

Spoiler

While the deepest parts of the Depths are mostly filled with 'negative' emotions and dark intentions, the Middle Realms are places of darkness filled with 'positive' intentions. The Celestial Choirs consider this paradox heretical, and constantly make war on their closest neighbors. The creatures born here are thus considered Fiends, and are perceived as similarly sly beings. Due to the danger of Celestial Incursion, the Middle Realms are not open to the presence of outsiders. With sufficient effort, however, it is possible to earn a home amongst the 'Fallen'. 

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Faerie

Spoiler

Similar to the Mundane Realms, Faerie is a place where no laws restrict the presence of elemental mana or 'impurities' such as emotion or volition. On the contrary, Faerie seems to incite the mysterious qualities of mana to bring about tranquil discord. All magic is stronger here, and even the physical world seems to change with little regard for the sanity of outsiders. The creatures born here are known as the Fae, beings born of 'mundane' mana. The Fae can have erratic temperaments, so outsiders should be wary at all times, even in the presence of Fae who've shown themselves to be trustworthy.

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Miscellaneous
Dungeon Types

Frontline
Frontline dungeons have the highest priority for Chaos incursion. They are self-sufficient, strengthening every aspect of the dungeon and its master to create the ultimate battlefield against Chaos.

Fortress
Fortress dungeons have high priority for Chaos incursion. They emphasize strong defenses with numerous traps to prevent the enemy from progressing while allowing monsters to fight freely.

Marshal
Marshal dungeons have a moderate priority for Chaos incursion. They are focused on fielding a large number of high quality monsters and deploying them to outside dungeons.

Support
Support dungeons have a low priority for Chaos incursion. They focus all their effort on creating items, supplies or other necessities for the sake of strengthening other dungeons. Dungeons that are incapable of fighting Chaos are also classed as support.

Spoiler

Corrupted
When a dungeon has been overtaken by Chaos, its core will be shattered. This weakens the defenses that stop Chaos incursion. If a core has been reinforced too heavily to be shattered, it will instead be Corrupted. These dungeons act as a base for Chaos, drawing elemental Chaos through the open fracture and producing Chaos Beasts for offensive actions against other dungeons. The only way to free the dungeon is to shatter the Corrupted Core.

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    Gaddyboy
    Status: c42

    The story is a bit of a slog. 100k words written, very little said. Extremely inefficient storytelling, which is par for the course with webnovels. Ultimately, if you've read dungeon core novels, you'll find some decent ideas that just aren't ever executed. Nothings happened, and I don't know if it ever will. Most of the story feels like filler, and it could be said with a lot less words.

    The M.C. Is hard to relate to. She has anxiety and depression, but with 100k words hasn't experienced any personal growth. Or decline. She's exactly the same as when the story started.

    The beginning is an info dump. Gives a bunch of tables and stats that aren't pertinent or relevant. And that's the story in a nutshell. It can't even be called a slice of life story because the pace is literally glacier. 5 days passed. No life has happened XD.

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    Werotan
    Status: c52

    Promising story it brings fresh elements to the Dungeon Corte/Master genre. 9/10 Would be 10/10 if the MC would show more sins of mental improvement.

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