The Church of Infernos

**The Church of Infernos**, often just called **The Church**, or even simply **Hell**, is the guild headquarters of Infernos, widely renowned for being an opulent yet unconquerable dungeon throughout YGGDRASIL.

## Background

Before Infernos conquered this dungeon, it was recommended for level 90+ players to beat.

The existence of the Church came to the attention of Azazel, who mounted a scouting raid on the unexplored dungeon, coming away in tatters before reorganising and launching a full-scale attack. The guild was able to swiftly defeat each of the Monstrous Kings and eventually beat the dungeon. Upon completing the dungeon successfully on their first try, they were given the World Item, "Draupnir".

Back in YGGDRASIL, the dungeon was located in the densest parts of the Niflheim mists, in the Fields of Solitude. In the New World, however, it is located in the Katze Plains, still hidden by the mists. As Infernos was an "evil" guild, there were many invaders who attempted to try and conquer the dungeon, but all were repelled. The only attack that ever managed to reach all the way to the fabled seventh floor was a massive Raid Party of over six hundred, of which, only ten managed to breach the bottom floor. Despite these numbers, they did not manage to successfully pass the first trial of the final floor, and were swiftly executed.

## Layout and Features

Prior to the Tribunal conquering this dungeon, the Church was a single chamber dungeon in five stages. After the Tribunal remodelled it, the dungeon became a massive underground dungeon with eight different floors. For travel between floors, there were specific teleport points, usually magical doorways, where portals would open to allow transit on completion of a floor.

Initially, the max data storage for making Custom NPCs was 3000, but since the dungeon was beaten on Infernos' first try, they were granted an additional 1000 data levels. This setup allowed the guild to make a grand total of 4000 levels of Custom NPCs at most. Thus, the Church was considered to be the dungeon with the highest amount of data storage in the game.

The dungeon enemies ranged from various demons to even angels, and as such, the dungeon was a high risk for any raid party. Coupled with these threats, each of the floor guardians was an original monster, leading to devastating defeat nine times out of ten. As a last line of defense, an army of summons could be utilised to crush enemies. Summoned Monsters could be specifically chosen to put the opponent at a disadvantage and, naturally, the deeper the invaders went, the stronger the monsters that appeared.

Maintaining the Church required a significant amount of money, with which Draupnir helped; possessing the ability to duplicate any amount of gold eight times every nine days. The upper floors in particular were designed to be cheap given the fact that intruders often attempted to invade, so even repairing the entire floor was not a great expense. In contrast, repairing the Silver City or even the Nexus Point was a large expenditure, even by Azazel's standards. The Church is completely warded to block teleportation magic into or within itself except for a few specific areas.

### Surface

Seen from the outside, the Church of Infernos is a massive black cathedral-like structure constructed of dark stone with evil red sigils and runes carved into it. It is surrounded by a field of tombstones, arranged in no specific pattern. The door into the dungeon, a gaping red maw engraved with circular symbols and snakes, stretches twice the height of any man. This gate is the uppermost level one can teleport to using a Ring of Realms.

### 1st Floor: Cathedral of Greed

The first floor is a magnificent black chapel, bathed in dark light. Stained glass windows and tapestries depict scenes of great wealth and prosperity, emanating a sensation of deep desire and jealousy. This floor is designed purely to drive invaders further into the dungeon, hearts full of greed. The air is filled with the scent of incense and a subtle, enchanting melody.

* **Floor Guardian:** Mammon, The Golden Knight
* **Known Areas:**
	+ **Nave of Splendour:** A grand, vaulted hall with towering pillars of obsidian and lit by gilded chandeliers adorned with gems. The walls are adorned with tapestries depicting scenes of opulence.
	+ **Chapel of Rapacity:** At the far end of the nave stands the Chapel of greed, painted with yet more depictions of material excess.
	+ **The Altar:** An immense structure, it stands in the Chapel, draped with silks and velvets, and displaying an array of offerings, from gold coins to ornate jewelry.
	+ **The Golden Knight:** A massive statue standing just behind the altar, it awakens the moment any invaders step to close and wields its massive sword to great effect.

### 2nd Floor: The Banquet Hall of Gluttony

This floor consists of a lavish banquet hall filled with monsters eating their fill of sumptuous meals of every sort. High, vaulted ceilings, elaborate dishes and polished, dark mahogany tables come together to create the perfect environment to make challengers lower their guard. This floor is designed to keep challengers preoccupied with food while they get slowly overwhelmed. This is the first 'real' challenge floor.

* **Floor Guardian:** Beelzebub, Lord of the Feast
* **Known Areas:**
	+ **Tables of Indulgence**: The tables stretch the length of the hall and are laden with many culinary masterpieces arranged with painstaking precision
	+ **Wine Fountains:** Through the room, intricate fountains flow not with water, but rich, velvety wine.
	+ **High Table:** On a raised dais, Beelzebub the Overeating dines with his entourage of 'honoured guests'.

### 3rd Floor: Fields of Wrath

This floor is an ancient battleground, littered with skulls half-buried in the mud. Jagged rocks and scorched earth populate this barren field and the sky is forever grey. In the wet mud, only the spirit of war is carried on the whistling wind.

* **Floor Guardian:** Satanel, The Flaming Brute
* **Known Areas:**
	+ **Flames of War:** These flames sustain Satanel, letting him heal and keeping him strong. They are kept in a golden brazier inside the only tent on the battlefield.

### 4th Floor: The Gallery of Envy

On this floor, mirrors line every wall, reflecting not the truth, but an idealized, impossible perfection. It is a place of both admiration and covetousness, where desires are ignited and rivalries kindled. The gallery is a long chamber with walls of polished marble, providing a stark backdrop for the vibrant artwork on display. Elaborate sconces adorned with gemstones cast a gentle emerald light and a plush green carpet runs the length of the chamber.

* **Floor Guardian:** Leviathan, The Verdant Snake
* **Known Areas:**
	+ **Whispers of Leviathan:** The entire floor whispers quietly in the ear of any invader, telling them how they may never achieve perfection and encouraging them to take the many artefacts and touch the artwork.
	+ **Portraits:** These portraits line the walls, encouraging people to touch them. If these portraits are touched, it will suck in the invader who dared to attempt to steal and depict them instead of the original subject.
	+ **Sculptures:** If invaders step foot off of the green carpet, artful masterworks of sculpture will come to life, attacking the invaders until they are back on the carpet.
	+ **Mirrors:** These mirrors, placed strategically through the room, reflect an idealised version of the world, an 'ultimate' version of whoever looks into them to create a sense of jealousy of the unachievable perfection displayed.

### 5th Floor: Gardens of Sloth

This floor is transformed into a serene grove full of blooming flowers and trees. In the centre stands a pomegranate tree, mimicking the garden of Eden.

* **Floor Guardian:** Belphegor, The Sleeping Baron
* **Known Areas:**

### 6th Floor: The Pleasure Houses

This floor is constructed of a series of rooms containing 'everything and more'. If an invader were to step foot into one of these rooms, they would be trapped with no way out.

* **Floor Guardian:** Asmodeus, The Lusting Liege
* **Known Areas:**

### 7th Floor: The Silver City

The crowning achievement of the guild, the Silver City is a floor that functions as an entire divine city, home to The Three-That-Are-One and all the Floor Guardians should they wish it. The entire floor is the picture of opulence, with even the streets being paved in silver, and the angels that 'live' here being clothed in light.

* **Floor Guardian:** Lucifer, The King in White
* **Known Areas:**
	+ **Conference Room:** A large chamber with a round table in the centre with only three seats.
	+ **Bar**
	+ **Spa Resort**: Largely public, it has a total of seventeen baths with nine types for the two genders. It is made up of twelve zones in total. These zones include a large jungle bath, a traditional-looking Roman bath, a yuzu bath with yuzus floating on it, a carbonated bath, a jacuzzi, an electric bath with a low current that electrifies the body, a cold bath with charcoals floating on it, the Cherenkov pool, a mixed open-air bath with an artificial scenery, a sauna, a bedrock bath, and the lounge.
	+ **Staff Quarter**: A city block with individual living space for each of the floor guardians and an apartment block for the NPCs.
	+ **Dojo**
	+ **Courthouse**
	+ **Guest Rooms**: A room reserved for guests and visitors from outside of Nazarick.
	+ **Celestial Observatory:** A vast observatory with a domed ceiling that shows a panoramic view of the cosmos. Advanced telescopes and magical instruments allow the supreme beings to study celestial phenomena and plan strategic moves.
	+ **Hall of Thrones:** A massive regal chamber with three massive thrones carved from rare stones and minerals. Each throne bears the insignia of one of the Infernalis.
	+ **City Library:** A vast library containing ancient tomes and scrolls.
	+ **The Gardens:** Luscious beautiful plants and flowers bloom here, providing a colourful display to any who would visit.
	+ **Astral Nexus:** Usually kept in or immediately near the Hall of Thrones, this small tablet controls the access points and the layout of the dungeon. He who holds the Nexus and the Guild Weapon holds near absolute power in the Church.

### Treasury

This place is spatially isolated from other areas, so a Ring of Realms is necessary to enter the Treasury. On the other hand, the air in the Treasury is toxic and thus, anyone without poison immunity or items granting it will die within three steps.

* **Area Guardian**: Fafnir, The Shining Dragon
* **Known Areas**
	+ **Undercroft**: A series of massive halls that hold mountains of gold and valuable items.
	+ **Vault**: The vault that holds World Items. Guarded by massive golems that will attack any unauthorized intruders.

### Systems

As a dungeon, the Church has numerous systems incorporated in its data that regulate its maintenance and defense.

**Administration System**: In order to gain access to this system, it requires Azazel to say the keywords, "Master Source — Open." It records the daily maintenance costs, the numbers and types of vassals or NPCs present, all sorts of magical traps and gimmicks, and so on. In other words, it can record the names of all the NPCs made by the guild members. One can exert large-scale control over them all from here. If it could still function like in YGGDRASIL, one could access this system from anywhere.

**Defense System**: The Church has numerous defense systems, managed by Lucifer, in order to keep invaders occupied upon entering the various floors before they reach the boss. If given permission, he can even use booby traps and abush points in exchange for coins. This includes spraying poisonous gas or creating sudden floods of hellfire. Avoiding the use of money to activate traps, however, Lucifer can instead use the defense system for POPs and traps with serfs.

**Mercenary System**: Otherwise known as the automatic spawn system, this system only produces POP monsters that are level 30 at most. Monsters above level 30 can also be summoned, for instance a Greater Doppelgänger, but only individually through the expenditure of gold coins. Additionally, the former can be respawned for free if they are destroyed, but the money spent on the latter would be wasted if they died.