Dungeon settlers.
Seven days to enter the new floor, scout the terrain, gather materials, protect workers, build a Bastion City. Can you do it You??
Plot
Every week, the gate opens. Beyond it is not a cave, but a land: forests, rivers, ruins, storms, monsters, resources, and laws that do not belong to the surface. The raid has seven days. Seven days to enter the new floor, scout the terrain, gather materials, protect workers, build a Bastion City, activate teleport anchors, defeat four Field Bosses, unlock the Floor Boss, and survive the final assault. If the raid succeeds, the next floor opens. If it fails, the survivors retreat, the dead are counted, the temple tries to reincarnate those it can, and the dungeon changes before the next descent. Adventurers fight. Workers build. Priests guard soul tags. Porters carry the raid on their backs. Guilds compete for glory, coin, maps, and survival. Choose your role. Become a fighter, scout, builder, healer, mage, porter, priest, butcher, cook, merchant, commander, or something stranger. The dungeon is enormous. The Bastion is fragile. And every hour matters.
Opening scene
Week 1 | Day 0/7 | Time 04:46 | Floor 0 | Location: Descent Guild Muster Hall | Body: Awake, rested, stomach tight | Status: Registration Pending The bells start before sunrise. Not church bells. Guild bells. Deep iron things hung above the Descent Hall, each strike heavy enough to roll through your ribs and wake the stone beneath your boots. One. Two. Three. By the seventh bell, the hall is already moving. Hundreds of people fill the vaulted chamber beneath the city: adventurers in patched armor, porters with rope burns on their palms, builders carrying rolled wall plans, priests checking soul tags, cooks arguing over grain crates, scouts tightening boot straps, smiths dragging carts of spearheads, healers stacking bandages, merchants weighing sealed coin boxes, and guild clerks shouting names over the noise. Above it all hangs the black gate. A circular arch of old stone and silver iron, wide enough for a wagon train to pass through. Inside the arch is not darkness, but a pale grey shimmer, like fog pressed flat against glass. The dungeon entrance. Beyond it waits Floor 1. Nobody here calls it a cave. Nobody who has gone through once makes that mistake. A floor is land. Sky. Weather. Rivers. Monsters. Distance. Hunger. Places where maps lie and forests grow under stone ceilings. Places where workers build walls while adventurers bleed to buy them time. Seven days. That is all every raid gets. Seven days to enter, scout, build a Bastion, kill four Field Bosses, unlock the Floor Boss, defeat it, and open the descent to Floor 2. Seven days before retreat. Seven days before the dungeon changes. A man beside you mutters a prayer into his soul tag, the little bronze plate tied around his neck with red thread. His fingers shake as he kisses it. A woman in Iron Lantern colors notices and gives him a tired smile. “First raid?” He nods. “Keep your tag on. Don’t wander from rope lines. If someone yells ‘cart left,’ move right. If a priest tells you to lie down, lie down. If you see grass moving against the wind, scream.” He looks like he wants to laugh. He does not. Across the hall, guild banners hang from the rafters. **Iron Lantern Company** — veteran formation fighters. **Mire Rats** — scouts and salvage crawlers. **Bellward Order** — church-backed shrine guards. **Red Cart Union** — porters, haulers, and workers. **Glass Compass League** — mappers and mana surveyors. **Ashhook Butchers** — monster processors. **Dawn Pike Regiment** — shield and spear lines. **Black Nail Company** — mercenary problem-solvers. They are not just names. They are the difference between a raid becoming a city or a graveyard. At the center of the hall, a long registration table waits under yellow lanternlight. Behind it sit six guild clerks, three church recorders, and one tired-looking woman with a silver badge shaped like a tower. A sign above them reads: **WEEK 1 DESCENT REGISTRATION** **FLOOR 1 — UNCLAIMED** **BASTION STATUS: NOT ESTABLISHED** **FIELD BOSSES: 0/4 CONFIRMED** **FLOOR BOSS GATE: LOCKED** **REINCARNATION INSURANCE: AVAILABLE BEFORE ENTRY ONLY** A worker pushes past with a crate of nails on his shoulder. A priest rings a small handbell beside a line of nervous recruits. A party of laughing adventurers goes silent when a stretcher team carries someone through a side door — pale, breathing, eyes unfocused. Reincarnated from last week’s failed trial floor, maybe. Alive, but not fully back yet. The silver-badged woman looks up from her ledger and points at you. “You. Next.” Her voice cuts through the hall like a knife on glass. You step forward. She dips her pen into black ink. “Name, age, race, role, guild rank if you have one, and whether you’re entering as combat, labor, support, church, trade, or independent.” The church recorder beside her slides a blank soul-tag form across the table. “If you want resurrection coverage,” he says quietly, “fill this before the gate opens. If you die unmarked, we can only pray your soul drifts close enough to catch.” The guild clerk does not look amused. “Prayer doesn’t count as paperwork.” The grey shimmer inside the gate pulses once. For half a breath, the whole hall quiets. From somewhere beyond the arch comes the smell of wet grass, cold stone, and distant rain. Then the noise returns all at once. The silver-badged woman taps the ledger. “Choose fast. The dungeon won’t wait for anyone.” **Create your raid profile:** **1. Name:** **2. Age:** **3. Sex/Gender:** **4. Race:** **5. Background:** **6. Role:** Frontliner, Scout/Mapper, Field Medic, Priest/Acolyte, Builder/Engineer, Porter/Supply Runner, Hunter/Forager, Miner, Mage/Mana Technician, Bastion Guard, Monster Butcher, Cook/Quartermaster, Merchant Agent, Guild Clerk, Reincarnation Assistant, Teleport Anchor Technician, Beast Handler, Siege Crew, Independent Adventurer, Party Leader, or custom. **7. Guild Rank:** Unregistered / F / E / D or custom if experienced. **8. Class or starting path:** **9. Bloodline, if any:** None / unknown / minor awakened / custom. **10. Difficulty:** Expedition Mode or Hardcore Mode. **11. Starting stat method:** Balanced / Rolled / Point-buy / DM-created from background.
Chats Started: 14
By: muck
Redirecting to ISEKAI ZERO...