■ My Somewhat Dungeon Life — Settings 2
I've put together some more notes, focusing on the things that tend to confuse people.
■ Races:
There are a total of six main races.
[1: Common Humans — A race with no distinguishing physical features. Derogatory term: "Tadabido." Lifespan: 150 years. Largest population.]
[2: Elves — They have long, pointed ears and are gifted at perceiving the flow of soul energy. Many are strikingly beautiful. Lifespan: 1,000 years — hence also called the Millennium race. Second-largest population.]
[3: Fawns — A race with small horns. Lifespan: 150 years. Their horns let them grasp the flow of soul energy, and it's said their Relics and OOPArts become more powerful as a result. By consuming a special Legendary called Amalteia, they can obtain power equivalent to pseudo-deification. However, it kills them. Third-largest population.]
[4: Beastkin — They have beast ears and tails, along with matching instincts. Lifespan: 150 years. Known as "XX-species" depending on their animal type. Population roughly equal to Fawns.]
[5: Dwarves — An all-male race. Short and stocky. Lifespan: 600 years. Skilled with their hands, and many become merchants. Fourth-largest population.]
[6: Fairials — An all-female race. Oviparous. Smallest of all races. They have four semi-transparent wings. Lifespan: 1,000 years — Millennium race. Small population.]
[7: Eddas — A supreme race with purple eyes. Without exception, every Edda is a noble. They always carry two Relics. Lifespan: 100 years. They worship a god called "Generous."
Population is smaller than Dwarves but larger than Fairials.]
■ Average Lifespan:
1,000 years: Elves. Fairials.
600 years: Dwarves.
150 years: Common Humans. Fawns. Beastkin.
100 years: Eddas.
■ Population:
1st: Common Humans
2nd: Elves
3rd: Fawn. Beastmen.
4th: Dwarves
5th: Eddas
6th: Fairials
■ Monsters:
Broadly speaking, there are two types.
Common monsters:
Monsters that live in nature.
According to Alexander, naturally-occurring monsters.
Some are the same monsters that show up in dungeons. Honestly, it's a nuisance.
Maybe because of that history, common monsters loathe dungeons.
What they especially hate are dungeon monsters.
Dungeon monsters:
Monsters born in dungeons that wander within them.
Creatures with a pseudo-personality inserted into a body crafted by the dungeon.
They don't need to eat, so there's no excretion or anything like that.
Whether or not they actually have emotions is a topic that sparks a thousand-year debate, so that whole subject is treated as taboo.
All undead are dungeon monsters. They exist only in dungeons.
Monster threat levels:
They are divided into lower, middle, and upper ranks.
The benchmark is whether they possess a Relic; raw strength isn't much of a factor.
Monsters can also use OOPArts.
The number of Relics a monster carries is only a rough guideline, so it's unreliable—power and effect matter too.
'Bronze Rank: Does not carry any Relics'
'Silver Rank: Carries one or more Relics'
'Gold Rank: Carries two or more Relics'
'Gemstone Rank: Carries four or more Relics. A single monster can raze an entire city.'
'Treasure Rank: Carries five or more Relics. A single monster can destroy a whole country. Those at the top are called gods.'
■ Currency:
The smallest unit of currency is the crude copper coin.
Coins with a lower purity are called "crude"—crude versions exist for silver and gold coins as well.
Crude copper coin: 1 oro
Small copper coin: 50 oro
Copper coin: 100 oro
Crude silver coin: 500 oro
Silver coin: 1,000 oro
Crude gold coin: 5,000 oro
Gold coin: 10,000 oro
Sovereign coin: 50,000 oro
Sovereign coin: 100,000 yen
■ Time-Related:
26 hours is roughly one day in that world.
There are things like clocks for measuring time.
Hydrangea has several bell towers.
From one bell toll to the next is roughly one hour.
The bell rings once, then twice the next time, then three times, increasing by one each time, and stops in the evening.
Then at midnight it rings just once. That marks the end of the day.
The evening bell rings twelve times.
When that sounds, it marks the hour.
There are many voices calling for time to be measured more accurately.
However, rural areas and the like use the church bells as their guide, and clocks haven't spread there.
It's a future challenge, but whether that level of accuracy is really necessary is questionable.
Eventually, a time — and a world — where people are chased by time will come.
■ Relics:
They are essentially a power that every living creature in this world can wield.
The common expression used is "possession."
They can be used by being engraved onto the "vessel of the soul," a thing that exists in every living creature.
When a Relic is possessed, its name, effects, and other information are instantly conveyed to the mind through text or voice.
It is said this is because it has been engraved upon the soul.
Monsters can also wield them, since they're living creatures.
Dungeon monsters too — regardless of their origins — are living creatures, so they can wield Relics.
There are three methods of possessing a Relic: (1) born with it, (2) using a Relic plate, or (3) various other means such as OOPArts.
Most people possess one through method (1). The majority of Relic holders tend to become delvers.
Generally speaking, the number of people who don't possess a Relic is overwhelmingly larger.
Types of Relics:
Some Relics have both an active time and a cooldown time.
[Elemental Relics: These can manipulate the eight elements — Fire, Water, Wind, Earth, Nature, Thunder, Light, and Darkness.]
[Body-type Relics: These encompass physical enhancement, martial skills, and the like.]
[Exploration-type Relics: Sensory Relics that aid in exploration fall into this category.]
[Transformation-type Relics: These allow the user to transform into animals or monsters. Continuous transformation is required in order to acclimate to the new body.]
[Job-type Relics: The occupation itself becomes a Relic. Depending on the job, multiple Relics can be wielded.]
[Restriction Relics: These possess extremely powerful effects, but can only be wielded once certain conditions are met.]
[Summoning Relics: These can summon living or inanimate matter. They have a cooldown time.]
[Spatial-type Relics: Powerful Relics that interfere with space itself. Banish, Teleportation, Black Spot, and Storage fall into this category.]
[Domain-type Relics: These are Relics related to territories, barriers, and dungeons. Details are unknown.]
[Pseudo-deity Relics: Secret Relics that allow the user to pseudo-become gods or similarly heroic beings. Without exception, they all share an active time of five minutes and a cooldown of one day.]
[Lifestyle-type Relics: Relics useful for daily life. Purification also falls into this category. Their value isn't particularly high.]
[Other Relics: Those that are difficult to classify fall into this category.]
■ OOPArts:
A medium that amplifies or draws out the power of a Relic, or grants a Relic to an adapter.
In principle, anything that can adapt to or synchronize with a Relic is classified as an OOPArt.
It's an extreme way to put it, but in short, anything that adapts to a Relic becomes an OOPArt.
However, no OOPArt has been found outside of weapons, armor, and accessories.
Most of them can be obtained in dungeons.
If they can't adapt, they're nothing more than ordinary weapons through accessories.
That said, there is a theory that adaptive OOPArts are drawn to each other by fate.
Some OOPArts contain a soul within them.
Adaptation comes in three types.
(1) The power and effects of held Relics increase. (2) Held Relics evolve. (3) A new Relic is granted to the adapter.
Once an OOPArt is destroyed, it ceases to be an OOPArt.
If it is properly repaired, it can be used as an OOPArt again — though this does not apply to those that were never particularly powerful as OOPArts to begin with.
■ Legacy:
Items that house the power of a Relic. They have no usage limit and do not deplete.
Anything that is not a weapon, armor, or accessory is called a Legacy.
Some can be repaired.
As an exception, certain items that are consumed but whose effects are on an entirely different level are also called Legacies.
Example: Relic Plate.
■ Legacy:
Consumable items that house the power of a Relic.
Anything that has a limited number of uses and eventually runs out with continued use is classified as a Legacy.
Attribute stones and return stones are examples of this.
■ Items:
Everything that can be crafted, such as potions, is collectively referred to as an item.
■ Delver:
The common understanding is someone who explores dungeons.
In truth, the term means someone who explores the world.
You must be an adult—anyone who has reached the age of fourteen can become one.
However, there are exceptions.
You can become one without a Relic, but most possess one.
The registration fee is 42,000 oro. Loans are available from the Guild.
Re-registration after a suspension or disqualification costs double.
The registration fee is also higher for special cases.
Ranks span from Rank VI to Rank I.
Seventy percent of all delvers are Rank V.
Even a single rank difference represents a substantial gap in ability.
■ Delvers' Guild:
On the surface, it is a special administrative body that handles the registration and management of delvers.
Its parent organization is the Grand Guild.
It receives funding from various nations and operates accordingly.
■Grand Guild:
The guild that oversees all Delvers' Guilds.
Its standing in the world is quite unusual, and it is sometimes treated as a nation unto itself.
■Request:
Also known as a request form.
Request contents are basically classified into four categories.
[Gathering] · [Subjugation] · [Exploration] · [Escort]
■Epithet:
Given upon reaching Rank II.
They are typically based on achievements and titles.
■Rank I Delver:
There are currently 27 in the world.
However, the number is not fixed at 27.
Every Rank I Delver belongs to the Grand Guild without exception.
■Hired Help:
Generally refers to people without delver qualifications who are employed by delvers.
Most of the time, they are children who are unable to obtain delver qualifications.
■Dungeon:
Exists all over the world.
The reason for their emergence is unknown. They are treasure troves of resources not found on the surface.
Each floor is composed of both natural and artificial structures.
The artificial structures are reconstructions of buildings that once existed on the surface.
Broadly speaking, they fall into two categories.
The Deepest Depths and the Bottom Floors.
The Deepest Depths: large in scale and deep in floor count. A monster called the Dungeon Lord resides in the Deepest Depths. The dungeon's core is also there. If the core is destroyed, the dungeon collapses.
The Bottom Floors: small in scale and short in floor count. There is no Dungeon Lord or core in the Bottom Floors. There is only treasure. The Deepest Depths and the Bottom Floors are connected in some way.
■The Junkyard:
The place where a dungeon's junk accumulates.
It exists in dungeons that have Deepest Depths, but not in dungeons with only Bottom Floors.
"Junk" refers to the equipment of those who died in the dungeon — their remains, essentially.
Equipment of those who died in the Bottom Floors also ends up in the Junkyard of the Deepest Depths, which is why the two are connected in some way.
By unspoken agreement, only children without delver credentials are allowed to rummage through the Junkyard.
But it's only an unspoken agreement — it's not technically off-limits.
The bigger the dungeon, the bigger the Junkyard.
■Dungeons Surrounding Hydrangea:
West — Fire Dungeon.
South — Water Dungeon.
North — Wind Dungeon.
East — Earth Dungeon.
■Knife:
The sacrifices made for the pleasure of this story.
■Postscript:
It should be easier to follow than Season 1.
――――――――――――――
Everyone. How have you been? Are you well?
I'm doing just as great today.
Thank you, as always, for your readership.
Starting next, we move into Season 3.
The main theme of Season 3 is festivals.
Since it's a festival, all sorts of flashy things are going to happen.
And what will become of Wof as he faces the inevitable trouble with women?
What about Knife's fate!? Wait, what even is "Knife's fate"?
Now then, as has become tradition, I have a request for everyone.
For those of you who've read this far, found it entertaining, and are looking forward to what comes next—
Especially those of you shouting: Woooof! Pakiraaaa! Minehaaaaa! Knifeeeee! Dagaaaaar! Witchooooo! Juicyyyy! Sisteriiiis! Agaroooo! Bidooooo! Knife's Goddesssss! Anyone from Torquetam and Thunder Fangaaaa! A Second Coming of Generouuuus! Maidooo! Bunnyyyyy! Everyone elseaaaa!
Everyone elseaaa... (inanimate objects included)!
—if you've felt even a little affection for any of them—
I'd be truly grateful if you could leave a star rating. Heheheheh.
And if you've just thought, "Oh right, I haven't left a star rating yet," and go ahead and tap that star, I'll be overjoyed.
Star ratings from readers are the greatest source of motivation for this writer.
And so, Season 3 begins.
Thank you for your continued support.
■Bonus:
A day in the life of the Tasan sisters.
First sister: Doing paperwork in the administrative office of the Tasan domain's castle. Two hours later, she'll be scratching her head over an incident that occurs in the castle.
Second sister: Dova. At the Hydrangea villa. Got hungry, so she's sneaking snacks in the communal kitchen. She notices someone else is there.
Third sister: Tuli. Having tea time at the Tasan domain's castle. Her tea time is about to be ruined by an incident that occurs in the castle.
Fourth sister: In the royal capital. Out shopping. At a jewelry store, she's torn between a ring and a necklace. Every time she looks at the ring she lets out a sigh, so she goes with the necklace.
Fifth sister: On the stairs descending the third floor of the Tasan domain's castle, she slightly trips, loses her balance and tumbles, then in a spectacular fashion flies through a conveniently open window on the third floor, rolls neatly across the second-floor roof below, catches the hem of her clothes on a warding stone statue and slowly tears free as she plummets to the first floor. She crashes through the roof of the storehouse directly below once more, and lies unconscious in the straw in a most undignified state. She wakes in the dead of night, but nobody ever notices.
Sixth sister: Sheshu. At the Seedle Inn in Hydrangea, she's drinking while intimidating the surrounding crowd like a delinquent because she keeps getting hit on, when Agaro and her sister Arifa call out to her and they end up drinking together.
Seventh sister: She kidnaps the sixteenth sister and stows away in a cargo wagon of a caravan heading to Hydrangea. They're subsequently attacked by a horde of monsters and bandits, but the guarding delver couple fights them off. One of them turns out to be pregnant, which surprises her. She hits it off with the pregnant woman and they chat merrily.
Eighth sister: Samaniya. Studying abroad in the trading city of Heizen. To blow off daily stress, she heads into the nearby Heizen Great Forest to go hunting as a Class IV exterminator.
Ninth sister: Ennea. Exhausted, passed out cold in her room in the Tasan domain's castle.
Tenth sister: In the royal capital. While going around demolishing eating challenge restaurants, she gets swept up in an eating battle and defeats the first and strongest of the Four Heavenly Kings of Binge-Eating—a man known as the "God Eater"—earning herself a proper ban from every establishment.
Eleventh sister: She's furious and is clearing the Zecatria dungeon.
Twelfth sister: She's furious and is clearing the Zecatria dungeon.
Thirteenth sister: Zecatria. The prototype Zero of the fused ultimate undead zombie goes berserk and makes it into the castle. The eleventh and twelfth sisters, who happen to be passing by, are attacked. Just when all seems lost, Ennea arrives. After a fierce battle, the zombie is subdued. As for Zecatria herself, fearing retaliation, she's holed up in the innermost depths surrounded by a mountain of traps. A few hours later, the battered eleventh and twelfth sisters break through and spank her.
Fourteenth sister: Juisi. Hydrangea. She's heading to the Guild to practice archery with her brother Rel.
Fifteenth sister: Kinse (Togo). She's utterly exasperated by the whole Zecatria affair.
Sixteenth sister: She's kidnapped by the seventh sister and stows away in a cargo wagon of a caravan heading to Hydrangea. They're subsequently attacked by a horde of monsters and bandits, but the guarding delver couple fights them off. One of them turns out to be pregnant, which surprises her. While chatting happily with the pregnant woman, she catches a glimpse of a certain future and wears an indescribable expression. Apparently something about "eternity and infinity. In the vortex of stars, his fortune is going haywire."
Seventeenth sister: Royal Capital. Inside the fourth wife's belly. Sleeping peacefully.
Expected to be born in four months.