Draconic Karma Dungeon

Chapter 3: Rules and Opening



Chapter 3: Rules and Opening

Chapter 3: Rules and Opening

The 19th day of my new life arrived, and I now had 49 dragonets and one mimicking dragonet as I had decided to make the dragonets first.

Let's make the other puzzle then! The puzzle was a door with three locks which I wanted right before my Core Room. The keys I wanted to hang in a thick thread around the necks of three dragonets from three different rooms. If a dragonet died before the key left its body the key would be teleported into the dragonet's burrow. This way the puzzle was still technically possible, but the person was unlikely to know that. By doing it this way rather than having the key disappear when the dragonet died made the puzzle cheaper in mana.

My instincts didn't like the puzzle though. 'A puzzle is meant to be in only one room' they seemed to say. I ignored them. This is my Dungeon! And here I decide what goes! And with that thought the puzzle snapped into place, the keys appearing around the necks of dragonets in different rooms.

New Achievement: Dungeon God: You have realized that you are (kind of) the god of your own world. Condition: Make or change a rule that must be followed while in your Dungeon. Reward: The Ability to make Dungeon Rules and a 5% mana discount on all creations.

… Is this a normal amount of achievements for someone my age?

The average 19 days old Dungeon Core has 0.0000005 achievements.

The average 19 days old sapient has 0.000076 achievements.

The average 19 days old creature has 0.000025 achievements.

Thought so… It's probably because I'm a sapient Dungeon Core. I'm most likely doing a lot of things differently from other Cores. Now what's a Dungeon Rule?

Dungeon Rules

A Dungeon Rule must be followed while inside the Dungeon. The mana cost depends on the Rule and how big an area it covers. Rules that cover all current Floors automatically become Dungeon-Wide (DW) Rules unless stated otherwise.

Multiple Rooms Puzzles (DW)

Oh, I'm gonna have so much fun with this!

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I wanted to be extra sure I had enough mana to make my Dungeon Rule, so I waited all 20 hours it took to fully recharge my mana and fill my mana bank. With 150 mana at my disposal, I made a Dungeon Rule.

New Dungeon Rule: Bad Karma, Bad Luck: Sapients with intentions to shatter or enslave the Core or with karma levels of 25% or lower will have slightly more bad luck than outside the Dungeon. Sapients with karma levels of 75% or higher and who have no intentions to shatter or enslave the Core will have slightly more good luck than outside the Dungeon.

Yes! It worked! This will both keep me safer, stop good people from dying and increase the chance of…

New Achievement: Karma's a Bitch: Rather than having your Dungeon kill indiscriminately, you have instead decided to actively follow your mission by making it much more likely for sapients with low karma levels to die. Condition: Make it more likely for sapients with karma levels of 25% or less to die in your Dungeon than other karma levels. Reward: A Karma Aura in grayscale will appear around sapients inside your Dungeon. The darker the aura the worse karma the sapient has. Unlocks the Ability to have your creatures and traps target sapients based on their Karma Aura. 110% damage dealt to people with a karma level of 25% or lower.

… bad people dying…

I suppose an ordinary Dungeon Core might achieve this by making more loot to attract the greedy. Personally, I had decided that, as I didn't yet know the outside economy, the standard loot drops for killing a creature was good enough for now.

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I should probably make some traps now. With the Karma Rule in place, I felt a lot better about putting traps down. Still, I didn't want to put any traps in the first room they would enter. It was supposed to be the easiest room after all. What about one in the third room they enter, three in the trap corridor and one in the room after they have done the first puzzle? That makes five traps and half of what I'm allowed. The rest I'll do after I've opened.

After some consideration I picked out which traps should go where and placed them as I got the mana to do so.

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I had planned to open up now, but I also haven't really used my Dungeon Rules much. And apparently Dungeon wide Rules are gonna become more expensive as my Dungeon grows. But what other rules would benefit me or my mission?

My Core still stood in the middle of the Core Room on its pedestal. My Core looks a bit vulnerable like that. Let me move it.

'No!' screamed my Dungeon Core instincts. 'The Core has to stay in the middle of the Core Room!' Well then. New Dungeon Rule! The Core can be placed anywhere in the Dungeon! The Rule didn't take hold.

'A human heart has to stay inside its body to work. Likewise, a Core has to stay inside the Core Room' my instincts informed me. Hmm… The Core can be placed anywhere in the Core Room. This time the Rule took hold. I then moved my Core to where the ceiling and wall meet, right above the opening to the rest of the Dungeon.

But now the pedestal stood empty, and people expected there to be a Core there. And they are going to come in here to get a personalized reward from my Core too. If the Core is obviously missing, they'll start looking for it. Perhaps I could make a fake Core, which acts like a real one? Giving rewards and teleporting people out and such?

I figured it out in the end. The fake Core itself was a trap of the optical illusion variety. It didn't do anything at all by itself. The trap was simply to make you think it was my Core when it really wasn't. Then a Dungeon Rule declared that the giving of rewards and teleporting people out would be done by the fake Core.

I even threw in a Rule stating that everyone and everything - in case someone brought a golem or something - except me would think that the fake Core was the real one. Just to be safe! It didn't work exactly as intended though.

New Dungeon Rule: Fake or Real Core: Everyone and everything except the Core itself will think the fake Core is the real one. This can be overcome by related Abilities or active Skills of the same tier as the Core or higher.

It might not be as invulnerable as I had hoped, but it was better than nothing.

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Floor Details for the 1st Floor

50/90 levels worth of creatures

2/2 puzzles

6/10 traps

Creatures Puzzles Traps Relevant Dungeon Rules

That feels like enough to start with. I have gotten a bit lonely by now, so it would be nice to… see some people? I guess I'm unlikely to ever talk to anyone ever again… I was oddly okay with that. Probably due to being a Dungeon Core now… Show me my Rules.

Dungeon Rules Relevant for the 1st Floor

A Dungeon Rule must be followed while inside the Dungeon. The mana cost depends on the Rule and how big an area it covers. Rules that cover all current Floors automatically become Dungeon-Wide (DW) Rules unless stated otherwise.

Bad Karma, Bad Luck (DW) Blood Shed, Blood Room (DW) Fake or Real Core (Core Room) Mobile Core (Core Room) Mostly Random Wonky Magic (DW) Multiple Rooms Puzzles (DW) Rewarding Fake Core (Core Room)

My Wonky Magic Rule was meant to, once in a while, change the effect of a spell. The reason it was only 'Mostly Random' was due to two things. 1) The randomness was always annoying or harmful to the caster if the caster was a bad person, while the effect was always fun or helpful if the caster was a good person. And 2) I could change how often the magic randomly went wonky from 10% to 50% on command twice a day for 10 minutes. Making the Rule much less random.

Should I make more Rules before opening though? I think I should make at least one more. But what?

The dragonet were truly social creatures. When active they always played with each other, never bullied - not even my mimicking dragonet - and liked to cuddle when relaxing. It was hard to imagine that they would attack anyone. Especially someone whose only crime was walking into the room. That's when it hit me. I could make a Rule stating that they won't attack unprovoked! I wanted to make the Rule immediately, but I was still running on empty after the last one.

But it was a good thing I needed to wait. Wait. People - good, bad, and in between - are going to come to my Dungeon in order to get stronger. They do this by killing my creatures, solving my puzzles, and reaching my Core. So, with a Rule like this I would be stunting the growth of any nice people who choose to leave my creatures be. That's the opposite of what I want. Can I have a rule rewarding people EXP for not killing my creatures? Like double the amount for instance?

Dungeon God: You have realized that you are (kind of) the god of your own world.

I'll take that as a 'Yes'.

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New Dungeon Rule: Experiencing Peace: When a sapient leaves a room without killing a single creature within it, both Dungeon Core and sapient gain twice the amount they would have gotten if the creatures had been killed. Only counts once per room per run. If a sapient kills 1 or more creatures that Experiencing Peace has already given them loot or EXP for, they will gain no loot or EXP for doing so and Experiencing Peace will disable for the rest of the run.

I had hoped to combine them into one Rule, but in the end I needed to make it two different Rules. After making the first of the two Rules I realized that once some good people had discovered this Rule, they would tell everyone about it. And at some point, bad guys would hear about it… Is there any way I can stop bad guys from simply exploiting my Dungeon? Without even putting any effort in?!

… Well… The ‘Bad Karma, Bad Luck’ Rule might make it a bit more difficult. But can I add something to make ‘Experiencing Peace’ harder to exploit? I mean… I want to give even bad guys a chance to give peace a try but… I don’t want my kindness to be exploited… Is there even any way for me to tell when I’m getting exploited?

Maybe not, but I like to think I would realize it… And if I do realize I’m getting used… What would stop me from pushing the override button? Nothing! I’m the god in here after all!

… I guess that means I just need to make an override button then…

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New Dungeon Rule: Override: The Core may choose to deactivate and reactivate its Rules on command.

I hope that does it!

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When I, many hours later, made the Rule to make my creatures attack only in self-defense something unexpected happened.

New Dungeon Rule:

Karma Creatures: The creatures of this Dungeon have become karma creatures and will mirror how sapients treat them. But if they notice a sapient with a karma level of 10% or lower, they will do their best to kill them. They will try to befriend any with a karma level of 90% or higher.

The Dungeon Core can still spawn non-karma creatures even though the default has changed.

All Dungeon creatures have gotten the karmic phylum

I had only planned for the Rule to stop my creatures from attacking first. Maybe the system sensed my underlying intention of making it more rewarding for the good guys…? I certainly wasn't complaining about the results though!

I wonder how the karmic phylum has changed my dragonets. Show me the description of karmic dragonets.

Karmic dragonets are small green dragons with an average wingspan of 40 cm. They can breathe fire only once per day or respawn, so they only use it as a last defense. Their main attack is their long sharp claws. They are social creatures which live in burrows in forests and mainly eat fruits. As they are karma creatures, they will mirror how sapients treat them. But they get aggressive if a stranger nears their den, and if one karmic dragonet gets attacked every dragonet in its flock will come to their defense.

It looked mostly normal but with a short version of the karma creature description added on. Though the last line sounded like the social aspect of their nature had interacted with the new karma aspect to give the dragonets a new instinct. The same change had happened to the new karmic mimicking dragonet.

Wait… The Rule says they'll try to befriend the really good ones. What happens if they befriend someone?

When a karmic creature befriends a sapient, they will do all they can to help said sapient. They will follow the sapient around until the sapient leaves the karmic creature's designated area.

That's… a bit disappointing… But I got time! I'll just have to spice it up myself!

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I guess it's time to open up then.

You have fulfilled the requirements for making an opening to the Surface World. Making an opening allows you to level up and earn EXP.

Make an opening now?

Yes/No

Yes.

Indicate a placement for the opening.

Opening successful!

You are now an adult and have leveled up! You are now level 1!

You can now choose the maximum allowed number of sapients for your Dungeon Floors. It cannot be lower than 4.

Can I change the number later?

The maximum allowed number of sapients for a Dungeon's Floors may be changed at any time but will not take effect for any sapients already inside.

6 then. I believe that's the number a balanced party has. Let's see how my status looks now.

Personal Status Level: 1 EXP needed for level up: 0/200 Mana payment needed for level up: 0/100 Mana: 2/100 Mana regeneration: 15 per hour Floors: 1/1 Allowed number of sapients in each Floor: 6 Floor Details Achievements Mission Dungeon Rules

Double the mana regeneration! Hell yeah!


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