FINAL CORE : [A holy dungeon-core litRPG]

Chapter 4: Chapter 4: There are many new lessons to be learned by the creature that is Isaiah


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Just like any other living being, dungeons can grow in both age and experience. Adventurers love to enter dungeons to plunder them for their wealth of riches and treasures. Entire cities have been built around the older dungeons of the world, in order to use them as sources of economic prosperity. Such as an endless mine of precious metals could offer.

However, it is a continual arms race.

The more that an adventurer enters a dungeon to kill monsters, the stronger they become as a combatant.

However, the more intruders who fail to survive their incursion into the dungeon, the stronger the dungeon becomes.

This is where the nomenclature of ‘low level’ and ‘high level’ dungeons arises. A lesser experienced adventurer is obviously better off facing a lesser experienced dungeon, as high level dungeons will field incredibly powerful and deadly monsters and traps in order to keep any nosy outsiders away from its many secrets.

The rewards for plundering a high level dungeon are, of course, far greater.

Many have argued that it is in the best interest of civilization to simply let dungeons grow, as if they were fruit trees meant for us to harvest.

But others, given that dungeons will also exert their magical forces out into the landscape, making them deadly to traverse, have argued that doing so is dangerous for a society as a whole and that wealth can be found elsewhere.

- Monsters running around in the back-lands are no help for anybody, after all.

The debates continue to this day. But the fact of the matter is that all of the most important economic hubs in the world have an old-world dungeon at their heart, from which they continue to draw out boundless prosperity to this day.

These dungeons are closely watched and guarded day and night, for fear of a ‘dungeon break’, when a dungeon-core sends its monsters out into the world in a rare offensive measure.


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