《The non-adventures of a Dungeon Core》 Chapter 1: Newborn
core |
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Dungeon Core thoughts ventured too far away from main body. Resetting |
Name | Unknown |
Age | 3 hours |
Race | Dungeon Core |
Health | 1 Health |
Mana | 90 Mana |
Size | 1 floor |
Fame | Unknown - Newborn dungeon undiscovered by any sentient race |
Transportation complete. Dungeon Core has reached the selected destination. Core room placed and requested help has been called. Time until arrival: 11 minutes. |
With your Core room placed you can now begin building your dungeon. Rooms and hallways unlocked in the construction menu. Remember that your Core room will always be placed as far away from your entrance as possible. |
Stone discovered in your dungeon. You can now build using stone in your "Construction" menu. |
Granite discovered in your dungeon. Alternative to common stone, building with granite has a slightly higher mana cost. |
Cavemoss (common) discovered in your dungeon. "Cavemoss" added to "Plants (non-combat)" section of your "Life" menu. |
Water (fresh) discovered in your dungeon. "Water (fresh)" added to "Enviromental" section of your "Constuction" menu. |
Various forms of insects discovered in your dungeon. All different speices found added to "Critters (non-combat)" section of your "Life" menu. |
Iron ore discovered in your dungeon. "Iron ore deposit" added to "Enviromental" section of your "Construction" menu. |
Attention young Coreling. Remember that if your Core leaves your dungeon you will die. If your Core gets attacked and losses all your health you will die. If your core leaves the Core room it will start to take damage in relation to distance from Core room. Wildlife and sentient races is responible for 97,3% for all Dungeon Core deaths. Make sure to protect yourself well. Please select and add protection from them in your "Life" menu.If you come across this story on Amazon, be aware that it has been stolen from Royal Road. Please report it. |
Select your initial combat race. | You will be able to summon them in order to protect your core. Summoned creatures are utterly devoted to protecting the Dungeon Core that summoned them. You can only select 1 of the races currently but you can get additional races as your dungeon grows if you wish. |
Race | Description: |
Elementals | Born of fire, water, earth and air. These creatures are immune to the element they are born of but weak to elements that oppose thier own. Born as tier 1 creatures but can evolve later. |
Kobolds | Lowest of all life that shares the blood of the ancient dragons. Able to communicate with each other at a basic level. Small creatures slightly stronger then others thier size. Born as tier 1 |
Goblins | Once counted among the sentient races but their base instincts eventually overcame them. Able to speak with each other and posses a slightly higher intellect then other creatures thier size (small). Born as tier 1. |
Fairies | Tiny flying creatures, this race in born with an innate connection to the nature around them. Able to speak with each other and others that has a close connection with nature they have a small ability to cast nature magic but are weak to physical attacks. Born as tier 1. |
Slime | Small blobs of goo. Each slime is born with a core, if the core is damaged the slime will die. Slimes lack all but the most basic of instinct to eat whatever is around them. Evolutions depends on what the slime has eaten. Normally seen as one of the weakest creatures but given enough time a slime can become an unstoppable terror. Born as tier 1. |
Plantoids | Plants come in many variants. Dungeon born plantiods are born to eat and eat they do. Plantoids come in many different forms. They lack intelligence until higher evolutions relying on basic instinct. Born as tier 1. Size varies depending on plant spieces. |
Wild animals | Animals are everywhere, even in dungeons. Lone hunters or travellers in packs. Animals are the most varied of the starting options. While only tiny creatures are possible to summon at tier 1 bigger and more variation is unlocked later. |
Undead | Bane of all living things. Undead live for one thing and one thing only. The eradication of life. Little else needs to be said. Only skeletons can be summoned at tier 1 but more undead variations unlock at later tiers. Skeletons have low/mid resistance to physical attacks but has a severe weakness to holy magic. Skeletons are born with average size. |
Demons | Unlike the Undead, Demons prefer to corrupt instead of kill. They lack the ability to cast all forms of magic aside from demonic magic but are instead given more strenght. Unable to evolve beyond their summoned form the only way they can grow stronger is by consuming blood. Only Imps (small) can be summoned at tier 1 but later tiers offers stronger demons capable of great destruction and curruption. |
Insectoids | Insectoids are insects born influenced by the Dungeon Core''s mana. As a result they are bigger and stronger then their natural born relatives. Do not underestimate them. Insects were alive on this planet long before the first sentient races were born and they''ll be here long after the last of the sentients have died out. Only tiny spieces possible at tier 1 but each new tier unlocks bigger and bigger insects. |
Aquatic | Creatures born in water. Unlike most land born creatures these creatures live in seas, rivers and lakes and will die if away from water for more then a few moments. Strongly advised if Dungeon Core finds itself in a water enviroment and strongly discouraged if the Dungeon Core is not. Tier 1 creatures are tiny. |
Lilly (designated dungeon helper) requests a mind link. Accept? |
Construction Menu: |
Build Hallway |
Build Room |
Build Path to lower floor |
Build Floor accessories |
Add Enviromental aspects to floor |
Please set the dimensions of your new hallway: |
Length: |
Height: |
Wide: |
Please select construction material of hallway: |
Common stone |
Granite |
Based on dimensions given to the system and material used the calculated cost of construction is 40 mana. |
Confirm/Abort |
Name | Unknown |
Age | 5 hours |
Race | Dungeon Core |
Health | 1 health |
Mana | 110 mana |
Size | 1 floor |
Combat races | Fairies |
Number of tier 1 creatures | 0 |
Fame | Unknown - Newborn dungeon undiscovered by any sentient race |
vulnerable you are. You can delay moving your core pending further expansion for a day. Do you wish to move now or delay? Move now/Delay |
Name | Unknown |
Age | 23 hours |
Race | Dungeon Core |
Health | 1 health |
Mana | 610 mana |
Combat races | Fairies |
Number of Tier 1 creatures | 0 |
Size | 1 floor |
Fame | Unknown - Newborn dungeon undiscoevered by any sentient race. |
Congratulations! You''ve survived your first full day as a Dungeon Core in the wild. As a reward you have been given a chance to upgrade your dungeon as you wish from a list of options. Keep in mind that after today the system will only notify you when you''ve gained a ''upgrade point''. To apply it you will need to go to the ''Dungeon upgrades'' in the main menu. May this be the first of many days to come. |
Possible upgrades | Description |
Mana upgrade (1) | Gain 100 additional mana to your mana pool. |
Health upgrade (1) | Gain 20 heath to your Core. |
Mana regeneration (1) | Gain 5 mana/hour regeneration. |
Additional floor (1) | Grow by expanding down to another floor. |
Fairies (Tier 2) | Unlock stronger Fairies to fight and guard you. |
More combat races (1) | Unlock one more race to fight and guard you. |
Loot | Create and set loot to drop when your creatures are killed. |
Trap upgrade (1) | Gain access to more complex traps. |
Treasure | Gain ability to create chests with loot for those lucky enough to find them. |
Locked doors | Gain ability to place locked doors in your dungeon. Note that key must always be accessible before the door. |
Cheaper summoning (1) | Summon combat creatures for 1 mana/summon less. |
More critters | Bring life to your dungeon by unlocking ability to summon more critters. |
More plants | Bring life to your dungeon by unlocking ability to summon more plants. |
Fairies named when summoned | Thanks to your extensive knowledge of fairy names, gain ability to summon named fairies. Note that this does not increase the battle power of your summoned creatures. |
Donation altar | Some adventurers gives an offering to the dungeon before they enter. With the altar at your entrance they can now give donations to you and you can absorb the items right away. |
Upgrade gained: Fairies named when summoned. |
As a reward for selecting your very first upgrade you will recieve an additional upgrade from the same upgrade tree. Revive named creature. |
Upgrade gained: You can now re-summon named combat creatures after they die for a slightly higher mana cost. They will retain the memories and skills they had before death. |
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Please select the kind of path used to reach your new floor: |
Sloping path - 240 mana |
Simple stairs - 280 mana |
Spiral staircase - 400 mana |
53 Tier 1 ''Young Fae'' can evolve at this moment. Evolve all/Evolve specific individual |
Evolving all creatures able to will cost 265 mana. Proceed? Yes/No |
Mana upgrade (1) | Gain 100 additional mana to your mana pool. |
Health upgrade (1) | Gain 20 health to your Core. |
Mana regeneration (1) | Gain 5 mana/hour regeneration. |
Additional floor (2) | Grow by expanding down to another floor. |
Elementals Tier 2 | Unlock stronger Elementals for fight for you. |
Create and set loot when your creatures are killed. | |
Gain access to more advanced traps. | |
Stronger doors (1) | Gain access to doors that are harder to break through. |
Bring life to your dungeon by unlocking the ability to summon more plants. | |
Respawn your creatures 1 day after being killed at no additional mana cost. |
Gain access to more advanced traps. | |
Gain access to doors that are harder to break through. | |
Ability gained: Basic classes (Fae) (2) |
You can now make your Fae warriors, archers, healers, mages, herbalists and rogues. Note: After selecting a class for your Fae they will be restricted to certain kinds of equipment depending on the class they become. |