Guen Kleuzenn a Elvire

A Dungeon in the Osismi region of Armorica, north of the small lake city of Mogerdwnn. It sits at the edges of one of the region's swamps, with its entrance appearing as the hollow stump of a massive, broken tree. It possesses few external defenses but does hold a large internal door that can be barred from within and appears to seamlessly merge with the stump's interior, concealing the fact that there is a door there at all. The Dungeon's Master is the Bloodthirster Queen after which it is named, Elvire.

# Creation and History

Guen Kleuzenn was initially created over a decade ago when the pregnant Advanced Bloodthirster Elvire was first looking for a location to settle and lay her eggs. She initially chose an area that had previously been terrorized by the Wraith of Mogerdwnn, but as that territory continued to be subject to Beast infestations, she head west and south, stumbling upon a Mirelurker village on fringes of one of the Stonemire's southern legs. Elvire chose to avoid directly settling in any of the partially-submerged ruins that gave the swamp its name, instead moving into the hollow stump of a Primeval tree on the borders of the swamp. This proved to be a good location, allowing the mutant Monster to lay her first clutch of eggs and begin her transformation into a Queen. The ready supply of Mirelurker Blood and Mana accelerated her transformation and her first larvae provided sufficient influence to trigger the formation of the Dungeon proper.

Guen Kleuzenn initially existed solely as the first Floor, Sodden Village, with the Queen's Chamber existing at the northeastern edge of the swamp inside a massive stump akin to the Dungeon's entrance. The village complex was small, with most of it resembling more traditional Mirelurker round houses nestled closer to ruins reminiscent of the 1st and 4th Ages.

For the first few years of its existence the Dungeon grew slowly, initially attracting only a small tribe of Boggards and a few Ogres dwelling nearby. This expanded the 1st Floor's size, as did Elvire's continued spawning, but Beast-related attrition kept the Dungeon's population relatively controlled.

### Beast Infestation

In recent weeks the Dungeon has begun to see an internal Beast Infestation, with relatively small and weak Beasts appearing on most floors and harassing the residents. This has led to the Dungeon's management establishing regular patrols internally for the purpose of hunting down and killing any Beasts that may appear within its borders. Despite these actions, the number of Beast sightings and attacks are slowly rising.

# Structure

Guen Kleuzenn is a Dungeon with a ground-level First Floor and three basement Floors of decreasing size, similar to a point-down cone. The uppermost floor is massive and appears to be outdoors, up to and including the ability to see Gaea's heavenly bodies and having internal weather that usually matches that of the outside world. However, it is not possible to traverse between the Dungeon and Gaea, except through the Dungeon's ground-floor entrance. Peering through said entrance reveals that the internal structure of the Dungeon is different from the natural environment behind the entrance on Gaea proper.

Subsequent basements do not appear to be at the surface, though the second Floor, Mossy Columns, can seem as such due to its strange conditions. The 3rd and 4th Floors are clearly not on the surface, though portions of the 4th appear to connect directly to the others via a massive shaft resembling a hollow tree trunk. This shaft can serve as a shortcut between the ground floor and other levels for individuals capable of flying or climbing, though swamp water trickles and runs down its walls in areas, leading directly into the Queen's birthing chamber.

## First Floor - Sodden Village

Laid out similar to a Mirelurker village, the Sodden Village level consists of a large, shallow lake of open swamp water filled with giant lily pads and broken by various trees, shallows, hammocks, hollows, sloughs, and small, grassy islands or wooded cypress stands. The area is quite large, with an uncertain border whose Domain boundary manifests as disorientation; people attempting to leave the Domain find themselves subtly redirected back towards its interior as they near the outer limits of the Domain. Portions of the Village's terrain have been converted into rudimentary farms (primarily of goblin squash, rice, cabbage, asparagus, celery, arugula, cranberries, persimmon, rhubarb, watercress, cauliflower, and peas), but it is large enough to support its own ecosystem. It includes a variety of freshwater fish and shellfish, edible mushrooms and forage, insects and arachnids, lizards, snakes, a variety of birds, small swamp deer, rodents, wild hogs, foxes, swamp cats, and swamp fowl, as well as small dinosaurs derived from Primeval Mana. Portions of the Floor also contain attributes of a Sealand and Primeval swamp, but these are largely uninhabited and avoided by the locals due to the presence of Dungeon's largest non-Monster predators, including Drift Sharks and Lure-Lurkers and some moderate-sized dinosaurs that can be dangerous or territorial. However, this section *also* includes the majority of the oldest styled "ruins" found in the Floor, which are thought to resemble 1st Age constructions. This Floor provides much of the dietary variety that sustains the Dungeon's residents.

Traversing this floor is primarily done through the use of wooden walkways, catwalks, and paths that are elevated above the water by wooden pylons or built into the small islands. Otherwise, rowboats and canoes are used by individuals who can't swim or fly effectively. It is primarily an open-air environment, though within the "village" proper there are many wooden buildings and structures, and a variety of stone structures that resemble ancient ruins or and sinking forts that are often incorporated into the buildings of the residents. The environment is very humid, and moss, lichen, mold, and slime mold are common on surfaces not regularly used by the population. The entrance to the 2nd Floor is a partially submerged cave mouth behind the largest collection of inhabited structures on the Floor, with the preferred battlefield of the Floor Master being a wooden arena surrounded by water and a locked portcullis preventing access to the cave's interior. Passing through the slow decline of the cave leaves one in the cypress forest beyond.

Inhabited buildings on this floor are mostly wooden shacks and cabins (many atop the water itself on wooden pylons), crumbling stone forts associated with the current Age, Mirelurker-style round houses, crude dens made of sticks, vines, and brush, and ruins reminiscent of the 1st Age or Autumnal Elven design, largely produced by the Dungeon itself. Most have a weather-worn or rough appearance. Despite this, they're quite serviceable and comfortable to the residents. Even many of the seemingly ruined structures are livable, if one ignores the odd tilts they sometimes have. Many can only be reached by boat, swimming, or flight, or by traveling through the trees, but this makes them no less acceptable to more than a few of the residents. However, the more terrestrially-bound species tend to stick to the planks, boardwalks, and decking of the main village and its satellites.

Much of this Floor's outer perimeter is given over to the swamp. The further one goes from the center, the denser the trees, which tend to resemble the local flora of Armorica, as well as stands of Primordial swamp cypress that have managed to populate portions of the swamp.

### Primary Residents

#### Saplin Goblins

Fairly numerous on this Floor, Saplins dwell in both the wooden structures and the swamp itself, and often serve as light infantry when defending the Dungeon. There are a small number of Druids and Shamans among their ranks, but most of their casters are Adepts.

#### Waterfowl Harpies

A small number of Waterfowl Harpies make their homes in Guen Kleuzenn, preferring to nest in the sunken forts outside of the main settlements. They're not especially dangerous, but when called to defend the Dungeon are known to make bombing runs using alchemical items, or to rely on Bardic music to support the more engaged defenders.

Most of these Harpies have an appearance resembling Autumnal Elves or Mirelurker Humans.

#### Corvid Harpies and Witchcrows

Serving more as observers, Corvid Harpies make up small numbers of the Dungeon's population and generally don't stray from this floor. Likewise the Witchcrows. A few are somewhat capable spellcasters, often Bards, Tricksters, Beguilers, or Witches, and employ their magic to harass intruders from afar. Most, however, act as spies and observers during battle, reporting to the Floor Master and warning groups of defenders of incoming threats.

The majority of this population resemble Mirelurker Humans.

#### Boggards

A major segment of the Dungeon's population, Boggards are common on the 1st Floor, where their amphibious nature allows them to freely move about most of the Floor with ease. They like to attack from ambush, often relying on poisoned weapons, dart guns, and spears thrust from beneath the water at foes making use of the many bridges and walkways that connect solid ground and clusters of structures. They're prone to fleeing when confronted directly, unless swarming in large groups.

The majority of this population resemble Mirelurker Humans.

#### Ogres and Ogre-kin

Few but powerful, Ogres make up a small minority of the population of this Floor. In terms of defense, they're some of its robust guards, but aren't usually very well equipped. Most are untrained, though there are a few who can fight reasonably well.

The majority of this population resemble Mirelurker Humans or Half-Orcs.

#### Therianthropes

A small number of Therianthropes inhabit this Floor of the Dungeon, being primarily a family of Elvish Werefoxes, a lone Wereshark (originally from Danbrynn) who lurks in the Sealand portion of the Dungeon, a visiting Selkie, and a Hagspawn Werelynx Witch who's often pestered by the Witchcrows.

#### Vine Horrors

A small number of Vine Horrors dwell in the swamp proper, but usually avoid the settlements.

#### Slimes

A number of Slimes exist on this Floor, primarily acting as cleaners and residing in the swamp itself around the boundaries and village. They're generally pretty simplistic in lifestyle. A small number are parasitic, but most are of the common variety. They can be found on the 2nd and 4th Floors as well, but tend to avoid the drier 3rd Floor, favoring travel through the tunnel network that links the Floors than entering the Darkened Roots.

#### Bloodthirsters

Bloodthirsters make up a significant portion of the entire Dungeon's population but are most commonly seen on this and the 4th Floor. Here, they serve as regular harassers of intruders, swarming in groups from the air and employing hit-and-run tactics to pick off foes.

The majority of this population resemble Mirelurker Humans.

#### Lamias

Relatively uncommon, but a number of Lamias, some venomous (usually resembling adders) and some not, dwell in the swamp portions of the Dungeon. They also sometimes migrate to the Mossy Pillars, but most are found on this Floor. They tend to fight by dragging their foes into the water or relying on ranged attacks with thrown weapons or poisoned arrows. There are a few Druids among the adder-like Lamias.

Most of the Lamias resemble Vernal Elves or Mirelurker Humans.

#### Lizardmen

A small tribe of Lizardmen dwell in the swamp. These individuals are often skilled in combat as archers or wielding two weapons (usually short swords), though some have come to favor the use of the spear as well. They often engage intruders directly and are prone to challenging strong-seeming foes. They resemble viviparous lizards, and as such do not lay eggs.

Most of the Lizardmen resemble Mirelurker Humans, Autumnal Elves, or Vernal Elves.

### Traps and Hazards

The environment itself is a hazard on this Floor, as it's subject to the weather and has a lot of open water and air that gives the Floor's defenders significant mobility and stealth advantages, but hampers attackers. If forewarned, it's common for the defenders to set up wooden barricades, and there are bridges and walkways that can be collapsed in order to drop intruders into the water, slowing them down and leaving them vulnerable to attacks or drowning. Fire is often avoided here due to the nature of the Dungeon's structures, but acids, adhesives, and alchemical frost and shock are used when they're available.

The moist and mossy environment can make surfaces slick and treacherous at times, potentially depositing the incautious into the drink.

There are some dangerous plants on this Floor, primarily in the form of hallucinogenic puffball mushrooms, poisonous toadstools, and tentacular plants in both the swamp and the water.

The locals have placed wooden spikes in the water at or below the surface in some places where they're likely to push attackers into the water, and aren't above using swinging log traps and snares in the more heavily-wooded outer borders and sections of the Floor.

This floor sometimes forms Water, Wood, Poison, Mist, and Blood Elementite, creating potential hazards from magical reactions.

### Hoardgild

Hoardgild on this Floor mostly consists of coinage (which generally bears an image of the Floor Masters or Dungeon Master based on their rank and the coin's denomination) common goods, minor alchemical items, armor, and weaponry. One doesn't much in the way of magic here, outside of the occasional Minor Enchantment, though some items manifest with Modifications suited to the environment. The locals tend to use this gear when it crops up.

#### Master Loot

Hoardgild that appears near Cristophe's arena tends to have Minor Enchantments to make them poisoned and consists of Modified martial weapons, medium and heavy armor with Modifications, and Minor Scrolls from the Summoner's spell list. In particular, Poisoned Great Swords and Heavy Crossbows are common. Such items generally have toad imagery on them. Poison Augment Crystals also sometimes form.

### 1st Floor Master - Cristophe "Cici" Clovis du Condate, Toad-Riding Knight

A former nobleman from the Armorican capital of Condate, Cici, as he's commonly called by the locals, is an afflicted Weretoad who found himself unwilling and unable to return to his homeland after an unfortunate trip south left him not-entirely-Human, per se. A Cavalier and Summoner who's learned how to wield his magic in armor to surprising effect, he relies on he serves as the protector of the Dungeon's First Floor. He can frequently be seen riding around on a massive Toad Beast he's enslaved with his Therianthropic abilities. In battle, he prefers to let his mount and elemental Eidolon do the direct fighting, while he instead makes use of a heavy crossbow or lance and spells from his toad's back. It's only if his mount is incapacitated that he resorts to wielding his powerful great sword. Despite these sorts of initial tactics, he's actually quite capable with it, though he's no truly accomplished warrior.

Outside of battle, Cristophe is known to be surprisingly congenial and gregarious, due perhaps in part to his popularity with the local ladies as a former Human. A part of him longs for a return to civilization, but he feels like he belongs here now, and owes the Queen his fealty after her people rescued him in the wilds and took him in as one of their own.

### Second Floor - Mossy Columns

Having the appearance of a dense forest accessed through what initially appears to be a twisting tunnel from the first Floor, Mossy Columns is at best a twilit realm, and at worst a Floor of ceaseless gloom. That it has any light at all has more to do with the nature of the Demiplane than common sense, as the entire location is underground. Wood and Mist Elementite glows fitfully alongside luminous moss and fungus in many places, and the seeming towering expanses of trees are coated in dense moss. Structures in this place are few and far between, and normally simple tents and crude shacks. Animals from the first floor are sometimes seen here, particularly deer who graze on the understory, frogs, birds, and various insects. This place is protected from weather, though it seems to be watered by streams that flow from springs in the walls and mist that drifts between the trees. Dense networks of moss-covered roots make up the ground here, alongside patches of moss-covered soil.

This Floor is more sparsely populated for its size and complexity in comparison to the ground Floor. However, it's also easier to become lost in the main portions, as towering trees and the dim-to-nonexistent lighting can turn the area into a virtual maze. As such, it's often relatively easy for intruders to become turned around and wind up retreading the same paths over and over again. Thankfully, this Floor has traditional walls, albeit seemingly made of living, moss-caked tree trunks pressed together. Side chambers are often inhabited by Monsters or wildlife that's settled in the area. Much of the Floor here is covered in shallow water only a few inches deep. Cypress trees proliferate here, making this area more of a forest than a swamp. Ruins, often seemingly of Elvish design and likely owing to the ancestry of some Monsters can be found peeking out from the trees, rising from the floor, or resting atop dense branches.

Traps are uncommon here (though becoming more so) and usually the product of Ogres and Goblins or the newly arrived Kobolds rather than the Dungeon, but that doesn't mean much, as there are a number of Plant Monsters in residence that perform similar functions, as well as the Floor Master having a tendency to alter the Floor as a means of attacking foes, such as by moving briars and thorns, sealing passages with vines and brush, and dropping debris on them.

The exit to the next floor is a root-blocked passage hidden by curtains of hanging moss in a roughly circular, flower and plant filled ruin chamber with a luminous willow at the center that Kavrala uses as her ritual site, adjacent to her personal chambers.

## Primary Residents

### Saplin Goblins

A sizable number of Saplins live here permanently, fulfilling a similar role on this floor as the one above.

### Boggards

Common enough in this area, they often resort to ambush tactics from trees. However, they're primarily visitors hunting here rather than permanent residents.

### Bloodthirsters

Less common here than above, they're still sometimes found visiting this floor and targeting intruders.

### Kobolds

A recent addition, this small tribe of Kobolds have shown themselves more interested in mining this and the next Floor than fighting, but have constructed a few pitfalls, spike traps, tripwires, and dart traps... primarily near their tunnel entrances. They can be surprisingly helpful to intruders, assuming one can get past them, as they're fond of trading ores, Elementite, and Hoardgild, as well as taking paid crafting commissions.

### Ogres and Ogrekin

Some Ogres have found this Floor better suited to their tastes and have settled here among the towering trees. They can make for a terrifying surprise to invaders when they come lumbering out of the darkness.

### Owl Harpies

Favoring the gloom of this level, a small number of Owl Harpies can be found on the 2nd Floor. They primarily keep to themselves, but have been known to swoop in and snatch desirable prey during the dark hours of the Floor.

### Archer Bushes

These easily-missed Plant Monsters like to lie in wait to the sides of frequented paths, sniping at targets in the hopes of bringing foes down.

### Assassin Vines

Dangerous Plant Monsters that dangle from branches in the trees here, they seek to snatch up unwary invaders.

### Blood Bushes

Similar to Archer Bushes, these Monsters infect those they strike with their seeds, transforming them into more of their own in a manner similar to what happened to the Floor's Master.

### Mandragoras

Usually harmless unless disturbed, a number of these Monsters lurk beneath the soil of this level, hidden amid the tree roots.

## Traps and Hazards

Beyond the inhabitants, there aren't really any traps on this Floor. The locals seldom bother with them.

## Hoardgild

Hoardgild on this Floor tends to consist of wooden objects, scrolls, potions, lighter armors, and foodstuffs. Coinage is relatively uncommon. Materials here have a slightly higher chance of being Modified or having Minor Enchantments (or simply *more* of both). Augment Crystals that form here often have healing or protective qualities, but are rare.

### Master Loot

Hoardgild that manifests near Kavrala tends to be magical to a degree and similar to that produced throughout the floor, albeit of slightly higher quality. There's also a solid chance sex toys will manifest. There are also likely to be Plant Symbionts, potentially transforming those who take them into Woodlings as well. Items tend to have plant and flower motifs, and are often subtle, or even overtly, erotic.

### 2nd Floor Master - Kavrala Orbryn, Beloved of the Wood

A formerly infertile Vernal Elf from one of the local tribes, Kavrala was unusually hedonistic, even by her people's standards. Having a well-earned reputation for wantonness and exhibitionism, often merged with her animistic religious beliefs into erotic rituals of her own devising, she was seen as an eccentric on the fringes of her society. This negative reputation was made worse by the degree to which these acts consumed her life, as she would often contribute little or nothing to the commune, seeming dazed and disheveled when forced into civilization. She was eventually driven out of the community entirely after offering herself to the ministrations of a nearby Domain's tentacular plant life, and subsequently being Tainted by it. Kavrala viewed this as a reward rather than a punishment, having felt stifled by her community's expectations, and instead simply returned to her own perverse devices. These actions eventually saw her infested with Tainted pollen, spores, and seeds that eventually rooted within her and transformed her into a Woodling over time. An abnormal existence now directly linked with the forest and swamp, but also fully a Monster, she wandered the region in search of a suitable mate to satisfy her newly mingled appetites. Instead, she stumbled upon the Dungeon and was readily accepted as a resident, eventually becoming a Floor Master due to her connection with plant life.

Kavrala prefers to spend most of her time in her own quarters, indulging in her plants, and only acts as a Floor Master when she detects a disturbance in the environment or an attractive mate. She's polyamorous and bisexual by nature and enjoys using her tendrils and plants in sex, making her quite popular with the female residents as well as the male, as she often leads orgies in her floor as part of her religious observances. When forced to serve as a defender of the Dungeon, she prefers to resort to sexual stimulation to bring foes down, relying of the various plants she's cultivated on her level. Even when fighting her, she's prone to using these plants to restrain and stimulate her targets, exhausting and intoxicating them rather than brutalizing them.

## Third Floor - Darkened Roots

This floor appears to be a cave system overrun with thick roots from the floor above, occasionally giving way to mines. Made up of tight tunnels, some of packed dirt and others stone, and occasionally watered by springs that trickle down the walls or from the floor, this place is lit solely by glowing fungus and lichens, and the occasional Earth, Metal, and Poison Elementite, though this is more often Darkness Elementite that creates magical darkness instead. An eerie place, it has virtually no wildlife besides the occasional insect or rodent. There are virtually no traps here beyond the newly-constructed Kobold warrens, just the gloom and the tunnels, and the quiet, quiet residents.

This Floor is largely uninhabited, but it can access the previous ones for resident Monsters who can employ an internal tunnel network to between the 2nd, 3rd, and 4th Floors. Only Monsters attuned to the Dungeon can do this, unfortunately for would-be invaders. To everyone else, the passages seem to end in rock walls. Travelling through this floor can be nerve-wracking, especially for claustrophobics, as the walls often press close. Sometimes they even groan.

The passage to the next floor is concealed by magical webs at the end of a large, dark chamber that Shriaste uses to confront threats, exploiting the stalactites and stalagmites to give her additional cover and spinning networks of webs throughout the chamber to hamper movement, conceal sharp and irregular floor terrain, slow enemy movement, and better sense the positions of her targets.

## Primary Residents

### Zombies

Prone to sticking together in groups, the Zombies are one of the more common threats on this level, and tend swarm intruders en masse.

### Kobolds

Much like on the previous floor, these Monsters are more interested in mining and expanding the Floor than fighting, but due to the Floor's nature, one is more likely to stumble upon their tunnels. The Kobolds here are more likely fight as well, as this is where their primary warrens are.

### Skeletons

More common than the Zombies, they mostly prefer to keep to themselves, but are plenty cunning enough to set ambushes for their foes with others when they're motivated.

### Ghouls

There are a small number of Ghouls who reside on this floor and serve as the main threat here thanks to their paralytic abilities.

### Phycomids

These largely sedentary Plant Monsters prefer to wait for prey to come to them, acting almost like living traps.

### Myceloids

Rare and troublesome, these dangerous purple Plant Monsters are prone to actively hunting invaders when they find out about them, often competing with the Ghouls... but sometimes working together.

## Traps and Hazards

Virtually nonexistent outside of the Kobold warrens and mines, which resemble those of the Floor above as well as cave-in traps. Those that do exist elsewhere are usually limited to tripwires designed to slow down targets fleeing from an ambush.

## Hoardgild

Hoardgild on this Floor tends to be coinage, weaponry, armor of various sorts, and potions and poisons. Modified and Magic items are a little more common here, though they often appear weirdly battered, rusted, or decayed, and are sometimes seemingly made of bone despite being fully functional.

### Master Loot

Hoardgild manifesting around Shriaste tends to be in the form of lighter weaponry and armor, quality tools, potions, poisons, and occasionally scrolls. Woven materials are common, especially silken ones, with Modified and Minor Magic items being common. Such materials often have spider or web motifs. Coins and gems are also common.

### 3rd Floor Master - Shriaste Baenrahel, Outcast Werespider

A Dusk Elf from Mogerdwnn and member of the Baenrahel mushroom-farming family in Riven's cave networks, Shriaste was infected with Entothropy after mistaking a Werespider in animal form skulking about the family's holdings for a Beast and attempting to kill it. She horribly lost that fight, but was left alive, if afflicted with the same Monstrous disease. Her family, already subjected to rumors of harboring a dangerous spider-like Monster and of being Dark Elves, pushed the transformed girl out for fear that she would bring the Inquisition down on them. Forced to flee the city after her family revealed they would report her transformation after a week's grace, she headed north and ultimately stumbled upon Monsters from the Dungeon, who welcomed her in. A decent fighter, but more of a sneak and a trapper thanks to her years of work guarding her family's crops, Shriaste is still learning how to cope with her transformation. Curiously, she appears to have an unusual strain of the condition, and is capable of adopting multiple forms, including that of a partial hybrid, a giant spider, and a swarm of smaller spiders despite being afflicted. However, she's yet to grasp the method of controlling animals and Beasts through her affliction.

She's known to be on good terms with the Queen and some of her brood, and through one of them a notable young resident of Danbrynn...

## Fourth Floor - The Queen's Chambers

Deep and eerily warm caverns, moist caverns beneath the previous level, the Queen's Chambers are caked with strange resin that pulses with a ruddy, inner glow. Blood Elementite often lights this place, partially lodged in the goo. These tunnels are more uniform and relatively wider than the previous Floor's, though there *are* narrow halls. They're also far fewer in number and inhabited primarily by Bloodthirsters attending their Queen and the occasional guests from other Floors.

This floor's largest rooms are the living quarters of the Dungeon's Master, an all-but-immobile Bloodthirster Queen named Elvire who spends nearly all of her time feeding, mating, and laying eggs. Technically the ruler of the Dungeon, she's a degenerate at heart who leaves most of the day-to-day running of the Dungeon to the Floor Masters and instead just indulges herself in her quarters with the help of her servile offspring.

## Primary Residents

### Bloodthirsters

This Floor has a very small population overall, consisting almost entirely of Advanced Bloodthirsters whose primary purpose is to serve the needs of their Queen, tend to her consorts, and waylay intruders. They're not especially strong, for the most part, but they're determined, and many possess unusual mutations from the Hive Corruption Path.

## Traps and Hazards

The resin on this Floor sometimes conceals pit traps, and at other times is quite adhesive, functioning similar to a Web Spell.

## Hoardgild

Most of the Hoardgild here comes in the form of money, gems, and lighter armor and weaponry with Modified properties and Minor Enchantments. +1 items aren't unheard of, including some with additional Minor Enchantments, often pertaining to health, disease, and vampiric effects.

### Master Loot

Hoardgild associated with Casimir is often showy and fashionable, but otherwise similar to the rest of the Floor's produce.

### 4th Floor Master - Casimir Revelle, Queen's Chamberlain

More a steward and consort than merely a Chamberlain, Casimir was an Adventurer who fell to the Dungeon early in its creation after happening upon it by chance and foolishly daring to challenge it for the Hoardgild within. He ultimately floundered against the Queen at a time when the Dungeon had but a single Floor and wound up infested with her Mana, transforming him into a Bloodthirster himself. Much more skilled now than he was in the past, Casimir is the Queen's most common mate and the father of the majority of her brood, though she does not see him as her husband, instead preferring to use their relationship as a way to bully him. He accepts this to a degree, teasing her in response... among his many other mates. A man with little connection to the outside world, he's the sort of person who's primarily selfish and indulgent and finds the easy sex and comfort his current home provides, as well as his high status, as being worth the removal from Man's world. As such, his motivations for serving the Queen are more self-serving than anything else; he has what he sees as a good thing going for him and has no desire to see it change.

### Dungeon Master - Elvire Bloodmother, Bloodthirster Queen of Guen Kleuzenn

#### Clear Loot

Hoardgild associated with Elvire tends to have the same conditions as the rest of the Floor, but of better quality. All will be at least +1. Augment Crystals are common from her with Blood-drinking properties, as are sex toys and aids, particularly regarding polyamorous activities and boosting fertility and virility.

## Notable Businesses and Accommodations

There are a number of small shops that sell food, drinks, and items of interest or value on the 1st Floor within the main village, and again on the 3rd in the Kobold Warrens portion, but the following are among the most notable locations found throughout the Dungeon:

### Valerie's Sudden Supply

One part traveling merchant and one part delivery service, Sudden Supply is really nothing more than a single, particularly industrious Halfling Werebat looking to make a quick buck so she can open up a shop in Mogerdwnn. Known to trade with the human city, she mostly flies a set route, carrying her supplies and wares in an oversized magic bag, but is fond of flying ahead of Adventurers Running the Dungeon in order to set up shop in locations immediately before or after rough fights... and isn't above accepting "alternative" payment methods if she's in the mood or particularly tired and in need of an energy boost.

### LeBeau's General Store

Run by a family of Ogres, LeBeau's is the place to go for your ordinary, everyday needs. It gets its stock through a combination of deals with locals who manufacture its products or through trade with the outside world. It doesn't see much business, but it doesn't need to in order to keep the Dungeon in operation. The General Store can be found on the 1st Floor in the central village.

### The Knotty Dog Bar and Smithy

A recently opened business on the 3rd Floor, The Knotty Dog serves food and drinks while providing a show of the smiths working the forge. The heat of the place staves off the chill of the Floor, and the image of sweaty bodies smelting and pounding metal into useful forms tends to get the crowd going. While it doesn't offer rooms, per se, the Knotty Dog *does* have some rather odd stalls and side-tunnels that tend to smell rather suspiciously of bodily fluids. The place has a tendency to erupt into orgies thanks to the patrons who can't be bothered to take it to the back.

### The Toad Prince Outfitters

A shop that specializes in Adventuring gear and supplies the Dungeon's hunters and scouts, The Prince is a major buyer and seller of unwanted Hoardgild. Owned and operated by Cici, the business has arrangements with multiple individuals to sell their quality wares. Due to the owner's popularity, it's often stocked with his actual and would-be paramours as well, which can sometimes disrupt business. The Toad Prince can be found on the 1st Floor.

### Sticks and Stones

A Goblin-run combination restaurant, brothel, and inn on the 1st Floor, each room comes with a complimentary Goblin\* to assist you in a variety of needs. They also sell surprisingly good food and drink, including Goblin Bog. The establishment is almost more of a cultural center than anything else, with the locals using it as a way to play matchmaker with each other.

\*Or Kobold, Boggard, Bloodthirster, Slime, or whoever and whatever else is working as a temp in hopes of getting both laid *and* paid.

### Queenie's

Not so much a business as just the kitchens operating in the Queen's Chambers, Queenie's nonetheless serves meals to the staff and other individuals in need of food. It's a surprisingly professional facility considering where it is and the manner in which much of the rest of the Dungeon's eateries operate; you won't find the staff or patrons engaged in spontaneous sex. After all, they have to attend the forever-spawning Queen and her brood as well.

They'll wait until they're off the clock and out of sight.

### Autumn Leaves

Halfway between an inn and a campground, Autumn Leaves is one of the few establishments on the 2nd Floor. Operated by a Witchowl who's primarily interested in gaining knowledge and magical lore rather than money, she cultivated and maintains a number of plots of Hermit's Rest and Glowshrooms separated with dense curtains of hanging moss in an area elevated above the pooling water and has warded the facility against unwanted intrusions. The name for the business derives from the falling leaves depicted on the ruins that shelter the area. It's a cozy rest area with edible berries growing nearby. Individuals interested in spending the night can pay her, or exchange information with her instead. She's generally not interested in sex, but especially knowledgeable people with access to magical insights can win her over.

### The Brood Mare

An inn on the 1st Floor and the main competition to Sticks and Stones, the Brood Mare is a Bloodthirster-run establishment that seeks to emulate the businesses of the human world... partially at Casimir's insistence, as he wished for something that reminded him of home. The Brood Mare, nonetheless, is mostly used by locals as a place to knock boots in private and on decent beds. The Brood Mare has an unusual name, but is actually named after the Queen, although only Casimir knows this fact; he's not shared the truth behind it and how he thinks of Elvire with anyone.

## Beasts

As the Dungeon has become subject to a Beast Infection, Beasts sometimes appear in the floors by infecting the local fauna. The most common Beast morphs to appear on the Floors are as follows:

* **Sodden Village:** Dragonflies, squirrels, rats, spiders, water striders, water bugs, mosquitos, flies, frogs, lizards, snakes, shellfish, small dinosaurs.
	+ Beasts on this Floor often develop Air, Water, Mist, Wood, Blood, and Poison Manacysts.
* **Mossy Pillars:** Squirrels, spiders, mosquitos, flies, frogs, lizards, snakes, rats, small dinosaurs.
	+ Beasts on this Floor often develop Earth, Mist, Wood, and Poison Manacysts.
* **Darkened Roots:** Spiders, snakes, rats, crickets, centipedes.
	+ Beasts on this Floor often develop Earth, Metal, Poison, and Darkness Manacysts.
* **Queen's Chambers:** Mosquitos, rats, spiders, snakes.
	+ Beasts on this Floor often develop Water, Blood, Darkness, and Poison Manacysts.

Beasts in the Dungeon tend to be relatively weak, with few special abilities, though some may have assimilated Elementite or Occultite and gained such. More potent Beasts tend to resemble the wildlife native to the Dungeon as well, including such creatures as large cats, deer, boars, foxes, Drift Sharks, Lure-Lurkers, Loggerhead Skinks, and medium-sized dinosaurs. Beasts are still uncommon, however, making them relatively easy for the locals to deal with. Snakes are often Protohydras, usually with adder-morph forms and painful bites. Macrovores, Hurchins, and Consumites are common, as are Vermidons. Slightly less common are Elementicks, Archurls, Malegions, Landregs, and Sabotects. Rarely, Golemites and Armorders appear. Beasts most commonly appear on the first three Floors, with very few ever being found on the fourth. Uncommon overall, they are usually found in small numbers and easily quashed by locals. However, they have still caused injuries and deaths, and shouldn't be underestimated.