The world
Factions, mechanics, objects and running jokes.
Factions
- Borant from book 1 — The kua-tin corporation licensed to run this season of the crawl: the voice of the daily announcements and patch notes, the Admins who splash into the guild room, and the government behind them — the Bloom, the Party — that Mordecai says is bankrupt and needs the game over fast.
- The Blood Sultanate from book 1 — The faction Donut joined by putting on the Crown of the Sepsis Whore in chapter 7: a naga royal house that, Mordecai warns, holds its members on the ninth floor until every other member is dead — and that the Maestro says is almost always the first of the nine eliminated.
- The hunters from book 2 — The sixth-floor hunters, named by Mordecai over the Ring of Divine Suffering: every season a few of the rings are generated, and every season the crawlers who own them are the first the hunters track down. Rich off-worlders who pay to hunt crawlers and their gear on the Hunting Grounds.
- The Krakaren from book 1 — A second-floor neighbourhood boss in book 1 — a clone of a 'cosmic octopus collective' running a moonshine pyramid scheme, whose description says there are many of her — and, on the fourth floor, the floor's engine: a Krakaren borough boss brewing the mobs' race-specific opiates in the drug dens at every fifth station (a different one at each, Imani guesses), ghouls as her failures, clones hatching from stage-three monsters, and an eruption from under every stairwell room at self-destruct. Mordecai, reading the floor's map: a real collective mind spreading through the universe, better translated as the Apothecary, which Borant has drawn as a caricature.
- The Princess Posse from book 3 — Donut's name for her fans, first spoken on the fourth floor after a show that ran a video of her and Miss Beatrice winning a cat show: 'good for the Princess Posse to get some culture in with their daily Donut fix.' 'Princess Posse?' I asked.
- The Skull Empire from book 1 — One of the oldest and largest Syndicate governments, orcish, mawkish, and — through Prince Maestro's show and his boast that his family's Skull Clan has won six of the last ten Faction Wars — the first outside power to take a personal dislike to Carl. King Rust is in Earth orbit by the end of the book.
- The Syndicate from book 1 — The interstellar government that owns Dungeon Crawler World and licenses seasons to corporations like Borant; the source of the rules, the common language everyone is suddenly speaking, and — according to a first-floor tutorial guide — the seeding of Earth's culture from outside long before the collapse.
- The Valtay Corporation from book 1 — A name Carl finds in his inventory's history tab attached to a pulse pistol, a personal shield and an illegal communications relay that passed through his hands inside Agatha's shopping cart. Odette says they are a parasitic corporate government with a fleet parked outside the Borant system, and the next season will be theirs.
- The war mages from book 3 — Explained on the Iron Tangle before they are met: You're Not Done Yet is a War Mage spell of 'the brutal, mass combat that will occur on the ninth floor', turning the fallen into fleshers and bones; Carl beheads one named Dismember on a train and keeps its head.
Mechanics
- Achievements from book 1 — The system's running commentary on Carl's conduct, from Boss Babe to You Monster! to This Little Piggy Went to Market. Each one is a joke at the crawler's expense and, read together, a record of what the game wants him to become.
- Elites from book 1 — A kind of boss Mordecai sets apart from the six main types — 'There are also others, but those are called elites' — and tells Carl not to worry about yet. On the second floor the Laminak Rev-Up Consultants carry the word in their name.
- Faction Wars from book 1 — The ninth floor's war, named by Prince Maestro on his own show: nine factions, the Skull Clan victorious six times in the last ten, the Blood Sultanate almost always the first eliminated, and a War Leader's seat the prince intends to take.
- Loot boxes from book 1 — Bronze, silver, gold, platinum and legendary boxes awarded for achievements — mostly torches, potions and pet biscuits, occasionally a Nightgaunt Cloak, a war gauntlet or a pair of enchanted boxer shorts. Odette says it plainly: the boxes are not random, and complaining about pants is why there are no pants.
- Player-killer skulls from book 1 — The marks the AI hangs beside a crawler's name for each crawler killed — 'Crawler Killer X 3' on Frank Q, five skulls on Maggie My, one big skull and two small ones for Imani's twelve — and shown on the recap forming over Yolanda's head when she shoots Jack. The one achievement Carl wants to avoid: 'everyone else we meet won't know' it was deserved, so be wary of anyone who wears one.
- Quests from book 1 — Mentioned once in the first book: Mordecai says that from the fourth floor the stairwells will be guarded, and crawlers will 'have to complete quests or defeat bosses to get to them.'
- Race and class from book 2 — The third-floor choice that can never be unmade. Donut stays a cat and tricks Mordecai into being her manager by picking Former Child Actor; Carl turns down Hobgoblin and Sasquatch for Primal — a blank slate with every skill unlockable to 20 — and Compensated Anarchist. Eighty per cent of crawlers stay human.
- Sponsorship from book 1 — A program announced as the second floor opens — three patron slots for every crawler, auctioned on the fourth, fifth and sixth floors — and open to early bids from the third: outside powers bid to sponsor a crawler, and a generous sponsor, Mordecai says, might grant a crawler something that raises a skill; 'remember to be as entertaining as possible!'
- The bestiary from book 1 — The system's » This is a… cards — a Kua-Tin, a Safe Zone, a Non-Combatant NPC, a Dungeon Admin, a pet-class mob — and the Crawler # dossiers it prints for people: the dungeon naming what a thing is, in the AI's voice.
- The Celestial Ascendency from book 3 — The Cookbook's warning: the big gods are always sponsored by some rich prick who paid to play a game called the Celestial Ascendency, contained on the twelfth floor, with its own followers and storyline; Grull is one of its few trueborn heirs. 'The gods are invulnerable except on the 12th and above floors.'
- The chat from book 1 — The » Name: lines: where Carl talks to people who are not in the room. A handful of voices at first — Donut, Zev, Brandon from Meadow Lark — and the way a party becomes a network.
- The clock from book 1 — The countdown in the corner of every crawler's vision: 'Time to Level Collapse', five days on the first floor, read out by the system at the head of chapters and by Carl whenever he has to choose. On the second floor a second timer appears beneath it, counting down to the closing of the safe rooms an hour before collapse, and Carl waits for the level timer to reach six hours before he takes the stairs.
- The crawler count from book 1 — The number on the first safe-room screen: 4,322,395 when Carl first sees it, under a million by the middle of the second floor. He tries not to look at it and always does.
- The Entering notices from book 1 — The » Entering … notices: the dungeon's own itinerary, which in the first book announces a single arrival, 'Entering Safe Room', on the first floor.
- The gods from book 1 — 'There are no gods here. Just those who pay for the privilege.' A gauntlet that can transfigure a worshipper of the war god Grull into the god himself; a deity-sponsorship program that opens on the fourth floor; a tree goddess whose banished elves think Donut is the antichrist. What the in-game gods really are is a subject Mordecai keeps putting off; the Cookbook says the big ones are sponsored by rich off-worlders who pay to play a game called the Celestial Ascendency, and Tin writes: 'The aliens are wearing the gods like clothes.'
- The leaderboard from book 1 — The second of a safe room's screens, blank in the first book: 'Leaderboard will populate upon collapse of the third level.'
- The show from book 1 — Dungeon Crawler World: Earth is television first and a dungeon second. Views, followers and favorites appear in the interface after the first collapse and climb into the trillions; recap episodes air on the safe-room screens; loot is tailored to what plays well; Donut wants on that show and Carl learns that being expensive is a kind of armour.
- The tenth floor from book 1 — The floor where 'additional rules come into play' and where, Quint warns, a crawler should not bother trying to make a deal. Odette, who reached the stairwell to the thirteenth floor, struck a deal instead of going down. Remex the Grand called himself a tenner and called dying here a mercy next to making it down there. What the deal costs is a question the books read so far have not answered.
- Warnings from book 1 — The system's » Warning: lines, from 'level timers are still active' in the first tutorial guild to 'The cages will permanently close in thirty seconds' in Ralph's boss room on the second floor: the rules read out as they bite, and the AI's temper in them.
Objects
- Carl's Doomsday Scenario from book 2 — A massively overloaded soul crystal shut inside a Sheol Glass Reaper Case: an explosion 'large enough to rattle the teeth of a god,' status Explosion Imminent, un-stabilisable, and in Carl's inventory, where it will detonate the moment it leaves. The book's title, and the most dangerous thing he owns.
- Explosives from book 1 — Goblin dynamite that sweats, hobgoblin pus with a deodorant-stick detonator, a ton of funpowder, and eventually Carl's own entry in the Dungeon Codex. The skill tree the game keeps rewarding, and the reason a marine technician can drive a level-93 elemental into a stairwell.
- The Bolt of Ophiotaurus from book 3 — One crossbow bolt, 1 of 100, sent to Katia by Princess Formidable of the Skull Empire: an ordinary bolt unless it is shot into the eye of a deity, whereupon the god's invulnerability pauses for fifteen seconds. Kept, unused.
- The Crown of the Sepsis Whore from book 1 — Donut's first legendary prize, a cat-sized tiara of smoky gems she puts on before anyone can read the warning: whoever wears it is placed permanently in the Blood Sultanate's royal line and must slay the Sultan and every other royal before leaving the ninth floor; fleeting, so that another crown appears elsewhere if it comes off. 'It's purple. Purple is my color.'
- The Dungeon Anarchist's Cookbook from book 3 — A recipe book to the showrunners and a manual to its holder, read in bathroom stalls: passed from crawler to crawler across seasons, each adding an edition — Carl's is the 25th — invisible to the showrunners, not to the AI, and erased if its holder tells anyone.
- The playbook from book 2 — Named plays Carl and Donut can call without explanation — Panic, Mold Lion, Slime Time, Boomy Boy, Mic Drop, Go Long — after the mold lions teach them that a surrounded party needs canned reactions. Grows a play per crisis.
- The Ring of Divine Suffering from book 3 — Frank Q's revenge: +5% to all stats and the Marked for Death skill — mark a crawler, gain a permanent stat point when they die, and heal nothing until they do. Yvette wore it and marked Carl; that is why she could not heal, and why her mother killed her. Carl wears it until Mordecai explains what the sixth-floor hunters do to its owners.
- The stuffed figures from book 2 — Miss Quill's collection in book 2: some three hundred tagged, stuffed monsters on the magistrate's shelves, and a stuffed demon on a horse named Kimaris, in a glass case, that is the most valuable thing Carl owns. In book 3 Bautista explains them: products of Jaxbrin Amusements, and pulling the tag summons the real monster for fifteen seconds to two hours. Carl's Kimaris is Unique, and he has not pulled the tag.
- The xistera from book 2 — A jai-alai scoop from a Gold Fan Box, matched to the Cesta Punta skill an Earth Hobby Potion gave Carl at random: a metallic basket that retracts into a bracer, hurls a hob-lobber at 250 mph, and retires the slingshot. The AI's plan for him, traced back to cherry bombs tossed off a cutter onto Arctic ice.
Running jokes
- 'Goddamnit, Donut' from book 1 — Carl's involuntary catchphrase, said at least fifteen times before Odette makes him say it on air. Marks the moments the cat has done exactly what she was going to do.
- Carl's bare feet from book 1 — Carl loses his borrowed Crocs in the first minutes and the AI notices: the Smush skill, the breathy item descriptions, the Enchanted Pedicure Kit of the Sylph, the Platinum Shoe Box. By the second floor his soles no longer feel the ground, his buffs require him barefoot, and the Maestro's parting gift of tactical boots is a taunt.