The Book of Dungeons - A weak to strong litRPG epic

Chapter 1 Quests



I am not young enough to know everything.

—M.J. Barrie

From the play The Admirable Crichton

Darkness brightened to a blur, and silence broke into muffles. A floating numbness gave way to a tingling in my feet—the pressing sensation came from gravity. I was standing.

I inhaled the thin, fresh air, guessing this must be what it’s like to breathe at high altitudes. As my eyes focused, the foggy shapes formed into solids. I stood in what looked like a realistic world. The Book of Dungeons conveyed an odd realism, but nothing about this felt plastic, overly colorful, or cartoonish like the promotional videos.

The disparity made sense. Crimson had figured out how to control and record the mental activity of lucid dreamers. But translating events to outside observers required recreating them on a game engine. Crimson’s show wasn’t a playback of dreams but a recreation.

A courtyard of activity surrounded me. Rickety carts rolled through puddles, accompanied by the percussion of leather boots on floorboards. People pushed handcarts whose noises of strained wood made creaks so loud they put Atlantic City’s boardwalk noises to shame. Despite the pitch and racket, the sounds pleased the ear.

I relaxed after seeing everyone around me was human. Civilization agreed with me since I’ve never been hiking or camping. Young passersby carried sacks or backpacks. Focusing on an individual produced a nameplate over their head. This hands-free feature has been standard in full-immersion games for almost a hundred years.

Everyone hurried about—except for a group of young women who seemed in no rush whatsoever. The more I watched, the more it looked like the medieval equivalent of a school hallway—so much for escapism.

A matron greeted me. “Good day, young man! You have the look about you of a new apprentice. We’d been expecting you.” Her ruddy face beamed, and her breath smelled like apples.

I laughed to myself. I couldn’t believe the realism in the sounds and the smells.

The woman counted as a non-player character, and NPCs wouldn’t mind waiting for an answer. Ignoring her, I marveled at the sky. Two moons loomed overhead. The pink sun appeared bigger but dimmer than Earth’s. The wind against my face brought the scent of decaying leaves. It reminded me of football games and Halloween, the perfume of autumn.

“Excuse me! Can you hear me?” The woman’s insistent tone shook me out of my meditation, and the note of curiosity in her voice suggested she wasn’t a bot performing from a script. Her brows furrowed, as if she genuinely wanted to know what stopped me from answering her.

“Oh, sorry. Yes, I can hear you.”

“Are you Mr. Apache?”

I snickered at the formalization of my game name and nodded. “Yes, ma’am.”

“You’ll want to report to the dean to get settled in. He’s in his office, over there.” She pointed toward one of the many doorways in the courtyard. “Don’t tarry now. You might miss your first class.”

The courtyard became silent, and its activity stilled as a framed plaque appeared before me. This interface window interrupted the world’s immersion, and I read the words, hoping the intrusion would disappear afterward.

New quest

Academic Orientation

Description

To learn about Belden University, you’ll need to talk to the dean in the boarding school’s main office.

Objective

Speak to the dean inside his office.

Reward

10 experience

10 copper pieces

Item Boarding Room Key

The game window felt cold and mechanical and broke the fantasy world setting. It wasn’t unpleasant, but I hoped not every interface would jar me out of my state of immersion.

Everyone suddenly moved in super-slow motion. Was this a glitch in the game? In my peripheral vision, a small blinking exclamation point caught my eye. Other icons appeared beside it. These graphics overlapped my vision as part of the game interface.

Interface options asked me to accept or reject the quest. I accepted it with a mental command, unfreezing the world and making the plaque disappear. Motion and sound returned to a normal pace.

Opening my interface muffled noise again, and movement slowed to a near-stop. I tried to reach my ears, but my arms’ immobility prevented me. Opening my interface paralyzed me with the physical world.

Putting everything on pause reflected an aspect of the game’s time dilation. Josie mentioned it as a tenet of Crimson’s engine. While everything hung in limbo, I inspected the interface icons typical of RPGs.

A grid of black boxes appeared when I focused on a bag icon. It hovered in my vision, but since no one else noticed the pane of squares, so I assumed they only existed for me. The arrangement looked like an advent calendar, and one box contained a miniaturized waterskin with a numeral five hovering above it.

After focusing on the stack of waterskins, the number 5 turned into a 4, and an empty one appeared in the cell beside it. I felt refreshed, though I’d not physically brought a waterskin to my lips. When I focused on the empty waterskin, it appeared in my hand. With another mental command, I returned it to my inventory.

This feature made the consumption of health potions an instantaneous operation—well-suited for fast-paced action games. The gamer in me tingled with excitement.

My inventory offered 32 slots to carry 32 items, and thankfully, the interface showed no weight or encumbrance indicators. A character sheet showed vital statistics like strength and intelligence, but nothing about it looked unusual for an RPG.

I grew more interested in skills and abilities, which seemed absent. Perhaps the interface would update after I progressed further into the game.

A compass icon activated a map, making me happy to see maps integrated with the core interface and not triggered by an object or ability I needed to acquire.

After switching to the map, the world sprang to life again. Some interface features didn’t freeze the flow of time. It depicted a bird’s-eye-view of buildings surrounding a triangle icon. When I turned, the triangle spun. The interface frame displayed the words Belden University.

The map showed a gray background surrounding the buildings, serving as a fog-of-war effect, a standard element for exploration mechanics. As I traveled the world, the map’s gray areas updated with details.

The map revealed other buildings surrounding the university. Knowing I started in a sizable town excited me, but charging into the streets of a game without respawns wasn’t smart. It made sense that the school hosted a newbie zone. Staying inside would be the safest strategy until I learned more.

I regarded the muddy cobblestone path to the dean’s door. My contrary nature rebelled against the idea of following the game’s breadcrumbs. I wanted to discover things—not be spoon-fed quests.

Role-playing games cater to a variety of gamers. Crafters enjoyed hanging out in town and making things. Murder hobos loved action. Social gamers enjoyed making friends and politicking to make everyone happy. Explorers wanted to see new things. Lore aficionados enjoyed stories, but the experience always felt limiting to me.

I enjoyed learning how the world worked and fit into the sandbox category. My play style resembled that of an explorer who didn’t go anywhere. Most sandbox players built things, and I enjoyed those games as long as they didn’t get too heavy into details. I enjoyed finding a little activity and seeing how far down the rabbit hole it went. A continuous experience like The Book of Dungeons appealed to me.

Most gamers enjoyed following storylines, but they ruined the sense of immersion. Most quest lines offered only the illusion of choice. Following a canned, linear narrative didn’t inspire my imagination.

My interest in the game’s artificial intelligence compelled me to follow this quest. I followed the secretary’s suggestion and entered the dean’s office.

Applying for scholarships and financial aid dehumanized me enough in high school. Doing it once satisfied my curiosity. If they hit me with paperwork, I would bail out. I played games for escapism.

I studied a mural on the office wall while waiting for assistance. The words West Miros appeared above it, and I located a city named Belden, where this university stood. It lay on a river connecting to other cities—Darton Rock, Arlington, Basilborough, and Grayton. The maps showed few inland details to the east of civilization. This uncharted territory seemed the likeliest place for adventure.

Going to the dean’s office made me apprehensive because principals and vice principals had been a source of worry since junior high. I grew to dislike administrators and mentally prepared myself for a confrontation.

But starting with a clean slate meant no one considered me a loner or troublemaker. Poor grades and a reputation didn’t weigh me down. Unlike everyone in the New Jersey public school system, these people had no preconceptions of me, so I resolved to be on my best behavior.

A secretary ushered me inside an office filled with medieval artifacts—scrolls, parchments, quill pens, and inkwells. My map interface changed to a new location—The Dean’s Office.

A soft, balding man behind a giant desk acknowledged me when I entered. Instead of reciting rules and punishments for breaking them, the dean greeted me with genuine warmth.

After minimal introductions, the dean launched into describing his school. “Belden University’s faculty and adjunct professors provide the student body with the skills to positively contribute to our community. The city’s standing militia maintains the military academy. The local trade guilds sponsor our vocational programs, and noble houses support the library.”

“Is that where I can learn magic?”

“Well, no, magic is not a curriculum we offer. I would suggest Arlington or Grayton for such. Our library hosts classical studies.”

His description of the university made the library sound like the institution’s least influential division.

Apprentices in academics pursued a repertoire of courses meant to round aristocrats for parlor conversations—a finishing school taught by private tutors. Local guilds taught trade skills, but I wasn’t a passionate crafter. The academy taught the use of arms and armor, and that appealed to me, but I wanted the exotic stuff.

“But no magic classes?”

The dean patted me on the shoulder. “Hah! Don’t worry about magic, my boy. You’ll need no such vulgarities here. Belden citizens get by fine without it.”

My shoulders slumped.

“Perhaps you might find a book about it in the library.”

While the dean talked about the school’s reputation, an icon called Ivory Tower Power appeared in my interface. The buff represented my immunity to player-versus-player damage, describing school grounds as a noncombat zone for The Great RPG Contest. Apprentices leaving the campus remained immune for 12 hours, but returning reactivated it. Attacking contestants or reaching level 5 dispelled the protection buff forever.

The buff’s details provided pertinent guidance on playing the contest. It protected me from other players, but I could still die at the hands of NPCs and monsters.

After the dean finished his orientation speech, another update appeared.

Quest completed

Academic Orientation

Objective

Speak to the dean inside his office.

Reward received

10 experience

10 copper pieces.

Item Boarding Room Key

After closing the quest window, I studied the event log that recorded things around me. It offered filters for combat messages, game alerts, and local events. Like my inventory interface, time froze when I opened it.

The interface preferences hinted at the gameplay. Game alerts appeared when players entered new areas, created an item, or increased a skill rank. Most games commonly supported these features, but the reference to skill rank notices caught my attention. The Book of Dungeons ran a meritocracy. This was a good thing.

Upon receiving my first item, a Boarding Room Key, I looked at my inventory and learned it would hog up another of my 32 backpack slots. This was a bad thing.

Item

Boarding Room Key

Rarity

Basic (gray)

Description

This key allows access to Belden University’s dormitory number 213.

After the dean led me onto the second floor of a long building, he stopped at apartment number 213. Using the key, I entered my new dorm.

“This will grant you access to your room. Every student has a pallet for sleep and a window for study.”

The window didn’t open, allowing for only a little light to read by. The sleeping pallet looked firmer than the worst mattress I’d slept on, but I learned not to be picky regarding accommodations. “Is it possible to enter without a key?”

“No, although I have a skeleton key. Intruders must inflict structural damage on your door to force their way in, so you’ll be safe.”

The Book of Dungeons had a solid foundation for a role-playing game. Its structure felt familiar but offered much to discover. With orientation over, I explored my new world.


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