This chapter is to help people get a better and clearer understanding of Orbis and Lemuria. That way if you get confused about a part of the dungeon you can come back here and look. Leave a review on what you think. And furthermore, I've been getting reviews that for some reason, I have no idea why that is.
Background: The Majestic Island of Lemuria was one of the nine toughest dungeons in YGGDRASIL, holding 3000 levels of NPC Data Storage. Located in Midgard, it was discovered by the second top guild in the game, World Searchers, also known as "The Almighty Ones", who decided to conquer it. The 100 players managed to achieve in conquering the dungeon on their first try, making it their new guild base. Because they conquered it on their first attempt, the World Searchers acquired additional data storage, funneling it in creating additional floors and more NPCs. Following the transfer to the new world, Lemuria became the capital and base of Orbis's operations. The residents of Lemuria (NPCs and POPs) worship and revere the guild members as gods. After the transition into Draconic Deus, Magnus made various changes over the past 1,000 years to better accommodate Lemuria in response to the numerous factions.
Organization
Magnus Alduin: As the Guildmaster of the World Searchers, also known as the 'Almighty Ones' to the NPCs, and the sole member that traveled to the new world, Magnus is the leader of the Majestic Island of Lemuria and Orbis, known as the Primordial Dragon God Emperor, or Supreme Dragon Emperor for short. Back in YGGDRASIL he was one of the top players in the game and was an all-rounder type, able to use mostly offensive skills and spells, with few supportive and defensive ones. He later took the powers of the strongest World Enemy, World Eater, gaining level 500. After arriving into the new world, he gave humans the ability to use magic freely and became the foster father of Merlin Ambrosius. Magnus has absolute authority over the matters of Orbis and has the undying loyalty of all the residents in Lemuria. He is also allowed to change the systems of the dungeon concerning its security and disable the traps on the floors, as is the only one capable of wielding the Guild Weapon, World Glaive.
Wardens: Level 100 NPCs assigned by World Searchers to guard the first twenty-two of the twenty-six floors of Lemuria. They have the highest authority second only to Magnus and are all powerful combatants on par with those listed among 'Top 10 Strongest Beings in the World'. They each command the forces on their respective floor, granting them strong armies. Leading them is one of their own designated the General Warden, who guards the twenty-first floor and can manage the dungeon's defensive systems. In the new world, they act as Magnus's second-in-command, and oversees Lemuria in Magnus's absence. Most of them do not take part in activities outside Lemuria, unless ordered so by Magnus himself. The General Warden also has access to the security systems too. Though there are twenty-two, only twenty are allowed to venture around Lemuria and outside the island, the remaining two kept in their respective floors for different reasons unless called for. Wardens can be commanded by other Wardens depending on the situation or Magnus's orders.
Custodians: NPCs whose levels range from 50 to 100. These individuals serve as officers underneath Magnus and the Wardens. They are usually in charge of specific areas in the floors they are placed in. A few Custodians are also level 100, and based on stats, job and racial class, those who are between level 80 and 100 could be stronger than some Wardens. Depending on their position and the floor they are on, the Custodians sometimes act as lieutenants under a certain Warden, and thus cannot be commanded by another. The ones who are level 100 are given special positions that are of importance for Lemuria. There exists one Custodian known as the Custodian Commander, who holds a special position as they guard the Throne Floor where Magnus and the other World Searchers use to reside. The Commander can take command of Custodians on other floors when the Wardens of said floors are not present. In YGGDRASIL, this could be used to have Custodians who were not defeated moved to a lower floor. There is also the Treasury Custodian, who oversees the protection and management of the Vault.
Other NPCs: There also exist Custom NPCs who are not a part of the chain of command. This mainly includes the maids and butlers who have low levels and combat prowess, and are mainly responsible for ensuring the floors remain clean. There is also the NPC who takes care and guards the Herodotus, plus a level 100 who is considered the World Searchers' secret weapon. In Lemuria's hierarchy, they rank below the Wardens and Custodians but can command NPCs that come from the pop-up and mercenary systems.
Mercenary NPCs: The NPCs spawned by the mercenary system who are above level 30 and require the use of YGGDRASIL currency to call them. As such, Magnus decreed that only he and the Wardens can summon them in order to control the dungeon's finances. Because of this rule, there are very few Mercenary NPCs on the last four floors. These NPCs serve as lower-ranked officers or given other tasks that may be unrelated to fighting. They can even be bodyguards for the Wardens of their floors whenever said Wardens leave Lemuria. Even if their levels might be higher than some of the Custodians, they are still below them in terms of social status.
Spawn NPCs: The POPs from Lemuria serve as the troops, citizens and servants of Orbis. They consist of a large variety of races, some more common then others depending on what floor they are spawned from. The main POPs are the Lemurian Sentinels, humanoid Automatons that make up the bulk of Orbis's forces. As they are non-living, the Sentinels do not require maintenance cost. They are armed with a variety of enchanted weapons, which divides them into sub-groups including rifles and cavalry, with many wielding Heater Shields. The Lemurian Sentinels are around level 20, putting them on par with Mid-Class to weak High-Class Devils. After them are various reptilian species, such as Lizardmen, that would appear on various floors, and many of whom were summoned into existence by Magnus himself.
Exterior: The outside of the dungeon is a large tropical jungle island that is covered in hills with moss, grass and stone, mighty rivers, vast tracts of unbroken swampland, arid lands, fertile plains, deep grasslands and savannas, clouds constantly rotating around, and a vast number of high trees. The outside has jagged rocks protruding from the beach, with large cliffs overlooking it. At the center of the island is a large palace guarded by gargoyle statues with hanging gardens on it. Around it is a massive garden courtyard, with the courtyard itself surrounded by a white wall with eight different gateways to enter, one on each side of the temples is filled with a variety of trees, flowers, stone walkways, ponds, benches and a pair of decks on the sides of the entrance of the Island. In the four cardinal directions are small temples that have banners with the World Searcher symbol on them. Inside the palace is an entrance that will lead into the dungeon, but also stairs that will lead upwards to any of the five floors of the palace. Furthermore, low-level POPs will appear when invaders first touch the ground. Upon arriving to Draconic Deus, Lemurian Sentinels and various low to mid-tier Reptilian species patrolled the island.
Systems: As a dungeon, the Majestic Island of Lemuria has numerous systems incorporated in its data that regulate its maintenance and defense. For travel between floors, there exists specific points on each floor, where gates open to allow magical transit to another floor. There are some areas in Lemuria warded to block teleportation magic into or within itself except for a few specific areas. Magnus made sure to look these over after finding the dungeon when it appeared in Draconic Deus.
Administration System: In order to gain access to this system, it requires Magnus saying the keywords, which are "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. Unlike in YGGDRASIL, where one could access this system from anywhere, Magnus can only operate the system from the heart of the dungeon, the Throne Room. Additionally, the system is also capable of verifying an NPC's current allegiance.
Defense System: The Majestic Island of Lemuria has a defense system managed by Mortem in order to keep invaders occupied upon entering the various floors from within inside the island's domain itself. If Magnus gives the command to do so, Mortem can even use booby traps that cost money. However, to avoid the use of money to activate traps, however, Mortem can instead use the defense system for POPs and traps with serfs. The World Searchers also created a system that if invaders reach the 20th floor, Mortem will be immediately positioned to take command of his floor, the 22nd, and control of the defense system will fall to Sole. In addition, Sole cannot activate the system so long as Mortem is present in Lemuria.
Ariadne System: To prevent players from making an invincible base, the Ariadne System ensures that a base must have a path that leads from the entrance to the heart of the base. The World Searchers, however, were able to circumvent this by leaving a main path devoid of traps and POPs from the tenth floor to the twentieth floor, which was connected to other paths. This was to ensure that while still following the rules, invaders would not be able to tell right away which path was safe, as the other linked paths could trick them in taking the wrong turn. In addition so that also the invaders would not discover the secret Path of Enlightenment. After the transfer, Magnus ordered this to remain as he did not want to risk the system from activating and so that the now sentient NPCs had a clear path to move.
Floors: There are twenty-six floors total in Lemuria. The first twenty floors were a part of Lemuria before conquered by World Searchers. After gaining the dungeon as their own, the guild added the additional six afterwards.
First Floor
Name: "The Battlefield"
Warden: Ritter Schwert
Description: As the name says, the entire floor is a large battlefield situated over a flat plain with a few short grassy hills, with the majority of the floor taken up by a massive fortress city. The outside of the fortress is occupied with trenches, ramparts and various outposts outside the fort. The walls around the city is in the shape of a decagon, with watch towers at each joint. The walls and the fort itself is protected by various POPs and siege engines, with few traps in place. There are teleportation circles in multiple places in the fortress, that both the defenders and invaders can activate, though the former has the advantage of knowing where each circle goes. In the very center of the floor is a large fortified castle called 'Indomitable Keep', with a moat around it. The castle serves as the home of Warden Ritter Schwert. This floor is considered the second strongest of the floors due to Ritter being the strongest Warden.
Second Floor
Name: "The Arctic Region"
Warden: Fjell Ruvende
Description: It is a vast snowy wasteland, with the cold weather changing from gentle to fierce randomly. There are also numerous hills and mountains covered in snow and the entire floor would give ice-damage to those who were not resistant to the weather. Because of that the floor has few traps and mostly relied on its weather and the monsters there. Said monsters are those of the ice element, mainly Frost Giants, and thus are unaffected by the debuff. Fjell resides in the "High Tower" a single large observatory tower somewhere on the floor.
Third Floor
Name: "The Great Mountain"
Warden: Lucarne
Description: It comprises of a singular large mountain that is around the same height as Mount Everest. It is filled with different pathways such as bridges, staircases and so on. It also has caves that could lead to different areas of the floor, as well as teleportation circles. Both the numerous interior and exterior pathways are filled with traps, POPs, NPCs and other obstacles to stop invaders. There is a place on the floor called "Lookout of the Eternal Predator", which is the residence for the floor's Warden, Lucarne. It is basically a huge crow's nest suspended in the air by large support planks.
Fourth Floor
Name: "The Desert"
Warden: Kujtim Ankohem
Description: The entire floor is a vast desert, filled with sand and a few small rocky hills and large skeletal remains of animals. Every twelve hours, a powerful sandstorm appears, which can cause debuffing. The sandstorm can be deactivated by Magnus at will. Hidden underneath sands are numerous POPs that will jump out to attack the enemy. Kujtim's home is called "The Sultan's Capital" a large Arabian castle on top of a sand hill and rocks. Surrounding the castle is a 100-meter-tall square-shaped wall.
Fifth Floor
Name: "The Ocean"
Warden: Gahara Neele Saagar
Description: It has a vast body of water that gives off the illusion of stretching for miles. It has multiple rock formations sticking out, the larger ones connected by metal bridges that lead to the exit. Strong waves are generated every minute, creating whirlpools and a tidal wave forms every thirty minutes that would deal damage or slow down invaders when they try to move through the floor. Aquatic based POPs and NPCs are normally be lurking in the waters to attack and gain a boost for the floor. Deep below the ocean is a large bivalve called "The Great Shell" and serves as the residence for Gahara.
Sixth Floor
Name: "The Dry Land"
Warden: Croga Garbh
Description: It has a wide-open dry land with a few hills and is completely devoid of water saved for a few oasis. Much of the floor is occupied by large camps and outposts, all meant for battle and responding to invaders. Unlike most of the floors, this one has very few traps, as POPs were concentrated heavily here as well as NPCs to attack invaders from all sides, making them struggle as they pushed towards the next floor. The majority of POPs range from Orcs, Trolls, Ogres, Goblins, and other related races. The Warden, Croga, lives in a large fortified hut called the "Bloody Hold". It has a large wall situated on top of a hill that overlooks the field and had numerous spikes in front of it and on the sides as well as a drawbridge too.
Seventh Floor
Name: "The Sky Cloud"
Warden: Zion Axis Mundi
Description: The whole floor is in the sky, with the only solid surface being comprised of several large clouds with small towns and temples built on top of them. The towns and temples are based off Greek-Roman architecture, but at the same time show icons and designs found in Christian religious places. Each one has teleportation magic circles that transport people between each cloud and are linked by bridges too. This floor is dangerous due to having no solid surface below, aerial defenders and that the exit of this floor would change between temples once a month. The largest cloud was added by World Searchers, and its Greco-Roman style temple is called "Kabbalah" and is Zion's home.
Eighth Floor
Name: "The Prison Maze"
Warden: Naboots
Description: The entire floor is one large labyrinth, possessing high, thick walls with a single entrance and exit. The maze is surrounded by a large see-through dome, showing that the ceiling of the floor is a bluish-gray color that glows all the time. This floor was designed based off the city domes back in Magnus' world of 2138. The walls are extremely durable and will regenerate from any damage. The labyrinth possesses numerous traps, spawned monsters wander the many paths, and Custodians are stationed at dead ends where they will wait for invaders to come. Naboots' residence is a five-story tenement building called "Lost Remnant". It is located somewhere in the maze. Also there is the Deep Hold, a maximum security prison where the Majestic Island of Lemuria keep its prisoners.
Ninth Floor
Name: "The Industrial Factory"
Warden: EZY Stigma
Description: It has an entire floor filled with nothing but factories, refineries, mills, manufacturing and power plants and laboratories. The very tools and machineries inside are traps hidden in plain sight, and where most Lemurian Sentinels are spawned. Sometimes it releases toxic fumes from the factories that would inflict poison damage to invaders. Interestingly after the Islands was teleported to this universe, the various structures became real and the industries here could be used for actual labor and production. EZY Stigma's residence is a large silver sphere floating in the air filled with various tools needed for the automaton's maintenance. It is called the "The Cog"
Tenth Floor
Name: "The Swamp"
Warden: Jam Axel
Description: A large wetland filled with a fog that can obscure vision, marshes that have tall grass, rocks and boulders covered in moss, rotted crooked trees and logs, numerous vines, mud, fungus, and thick waters that have POPs and traps hidden inside. The floor was designed to separate invading parties while the NPCs and traps picked them off separately. A mist will appear every ten minutes, that will impair a person's vision and reduce their movements. This was removed for the time being when Lemuria transferred into Draconic Deus. Jam's home is called "The Hidden Pit", which appears as a large moss and fungus covered boulder, with an old tree on top of it, its roots covering nearly the entire thing.
Eleventh Floor
Name: "The Coast"
Warden: Yugure Oshogatsu
Description: Created based off the shores of Japan before it became a polluted wasteland. It has a beach and water which leads to a town filled with Japanese styled houses and various pathways. The sky changes from day and night and has several small rivers that runs throughout the village. The POPs here are mostly Yokai and has the most Custodians than any other floors. Yugure's home is called "The Shogun Palace" a Japanese castle and largest building with a moat surrounding it. After the transfer, the fields and rivers serve as a source of food alongside some of the other floors and has the second largest number of residents besides the Celestial City.. In the center of the town is a massive lake where the secret entrance to the Passage of Enlightenment is at the very bottom.
Twelfth Floor
Name: "The Arena"
Warden: Thirios
Description: The entire floor is basically one large Roman Amphitheater. There are numerous arenas, some smaller than others, both indoors and outdoors, filled with dozens of traps and POPs to throw invaders in confusion and easing the Warden's ability to eliminate them. This floor has the most traps among all the others in Lemuria. The Warden of this floor resides in what is called the "The Pit" which is essentially an underground cavern beneath the center of the wide arena where Thirios sleeps. Because of the Warden's racial and job classes, there are only two Custodians on the floor, one to lead the defenses in the Warden's place and the other for a different role. Most of the defenses on the floor are mainly traps that will spawn POPs depending on their function, but are placed so that they force people towards the center of the arena. Essentially, this floor is designed that invaders have no choice but to face the Warden in order to proceed. It was originally thought of allowing Giant POPs to inhabit the floor, but the World Searchers decided to instead to have them scatter across the rest of the dungeons, having them spawn on floors where their racial traits are best suited.
Thirteenth Floor
Name: "The Volcanic Field"
Warden: Demogorgon
Description: A hellish landscape, it is a barren black stone ground with small hills and a single large volcano. From the volcano flows crimson lava going down like a river, with numerous bubbles in these currents bursting as they reached the surface. The sky is constantly covered in ash and smoke rising from the volcano. On the second largest hill is Demogorgon's home, "The Infernal Watch". It is a tall black spiral tower, designed by Ego Sabbath based off Barad-dur, but without the floating burning eye at the top. Instead it has seven rotating spikes protruding, giving off the impression of a crown.
Fourteenth Floor
Name: "The Wild Jungle"
Warden: Fiona Rosebush
Description: As the name says, the eleventh floor is a large forest/woodland filled with dense trees, upheaved roots, vines, hills and rocks, fields of grass, large logs and plants everywhere, untouched by civilisation. The POPs there are mainly living plants and beings with plant like attributes, but also consist of other nature-aligned races such as faeries who use magic to support the other defenders and even elves. The floor cycles between day and night, with an artificial sky. Fiona lives in the largest tree called "The Jesse Tree" named after the Tree of Jesse. It towers above the other trees and is extremely thick and wide. Its numerous branches stick out for people to stand on and has a small garden at the top that Fiona likes to hang out.
Fifteenth Floor
Name: "The Underground Passageway"
Warden: Barrick Spaz
Description: The entire floor is a subterranean area, having numerous, winding tunnels going throughout the floor. Some tunnels lead to a dead end while others go to large caverns that link up to another tunnel. It is filled with traps and POPs, mostly golems, Dwarves and other earthly creatures. In order to avoid activating the Ariadne System, POPs cannot shoot out of the wall, and some caverns can be used as a respite by invaders. Most notably, after being teleported, many of the tunnels revealed mines filled with natural resources that replenishes every ten years. Deep within the floor is an underground town where many of the POPs live. Barrick's home is large cave that leads to a wide hollowed section of the floor, called the "Golden Hollow".
Sixteenth Floor
Name: "The Great Ruins"
Warden: Xin Ran
Description: It has the image of a fallen civilization consumed with ruined buildings, towers, walls and other structures, covered in grass, moss and dust. They are centered around a large plaza with a fountain in the middle. As such it is filled with traps and was configured to spawn stealth monsters as well as regular POPs who would swarm together when attacking invaders, overwhelming them with numbers or boxing them in. Most of the monsters are insect-types. The stealthy monsters spawned would also take part, striking the invaders when they were distracted. The Warden of this floor, Xin Ran, resides in what is known as "Hanging Hive", which is a sphere-like bee hive that is hanging from a large broken archway.
Seventeenth Floor
Name: "The Rural Hills"
Warden: Ombre Soif de Sang
Description: A rural land with numerous small hills, trees and fields. The fields have multiple traps hidden underneath them as well as homes that spawn POPs. And the small cluster of trees serve to hide POPs waiting in ambush or to attack from afar. The sun and moon above are artificial. After transporting to the new world, the fields have been used for farming along with the ones in the Celestial City. A village was later built for outsiders joining Lemuria and the POPs spawned on that floor. Ombre's home is the "Fell Citadel", which is a black gothic castle that overlooks the entire floor.
Eighteenth Floor
Name: "The Deep Valley"
Warden: Grapmaker
Description: It is deep between the two mountains that are separated by a body of river and in the shape of a U. Like most of the floors, this one switches between night and day. Its forests and rocks give perfect cover for the traps placed there, as well as the beings that guard it. Many of the POPs spawned on this floor are Brain Eaters or other eldritch creatures. The home of the Warden Grapmaker is called "Solemn Hut" positioned high above the valley and is very secluded from many of the other NPCs and POPs on the floor.
Nineteenth Floor
Name: "The Sea Island"
Warden: Chorus Agri Ferox
Description: The entire floor is a single island surrounded by water. Covered by trees, rocks, grass, sand and the normal things you see on an island. The POPs, which mainly consist of elves, faeries, nymphs, mythical and normal animals, move about the island, randomly running into invaders and setting up ambushes. Plus, there are numerous traps covering the area to surprise the enemies and weaken their forces. A river flows from one end of the island, through the large lake in the middle of the island, to the other end. Many of the wildlife, fruits and vegetables grown there have become real since the transfer, making it useful for harvesting. Chorus's home, "Manor of the Crystal Lake" is situated on a smaller island in the center a lake somewhere on the island. It is a mansion made out stones with trees towering over it.
Twentieth Floor
Name: "The Wide Plains"
Warden: Pars Bestia
Description: An open plain with different environments such as savanna, tundra and grasslands. There are a few trees, lakes, rocks and other objects scattered throughout the area, denying invaders possible cover should they arrive here. The floor focuses on sending numerous POPs against invaders, using buffs on the POPs and NPCs from the floor's multiple environments to increase their power. as many of them are therianthropes and beastmen. In addition, whenever night comes and the full moon appears, they would gain an increase in power, making them even more dangerous. The floor's Warden, Pars, lives in a large cave called "The Grey Den", with a wide field surrounding it.
Twenty-First Floor
Name: "The Fallout Zone"
Warden: Di la Mano
Description: The floor can be described as a harsh land, having the appearance of the aftermath from a nuclear fallout, hence its name, combining the dark version of a city, forest, and coast. The whole floor is covered with a mist that causes several types of debuffs to invaders, though it can be avoided if people have high resistance/immunity to it, or items that can negate the effects. Since the dungeon's arrival to Draconic Deus, this has been turned off. The Warden there rarely leaves and mostly stays in their home known as 'The Epicenter'. The floor houses the strongest NPCs in Lemuria, beings so powerful that Magnus has made the floor off limits to all others and requiring his permission to enter. The World Searchers believed that if this floor were to fall, then risk of Lemuria being conquered was high. The only Custodian on this floor is level 100 and oversees the teleportation system of the Island. In addition, the strongest NPC that the World Searchers created resides there, whose power is said to outstrip even Magnus' when he is not using his World Eater form.
Twenty-Second Floor
Name: "The Necropolis"
Warden: Mortem
Description: It is a large graveyard with numerous tomb stones, temples and catacombs. The floor is always dark with only an artificial moon to provide light. The entire floor is riddled with traps and POPs waiting in ambush. Usually undead POPs, like the Sentinels, maintenance cost is not required. Thus, the floor can spawn large numbers of them. Mortem's residence is called "The Bone Church". It is a large black mausoleum with torches both inside and outside of it, and have green flames lit up. Inside is a crypt where several tombs that hold high-level undead are, serving as Mortem's guards and a small chapel room where Mortem resides, as he does not need sleep or sustenance. Until invaders reach the twenty-first floor, Mortem will be in the Throne Floor, overseeing the defenses.
Twenty-Third, Twenty-Fourth, and Twenty-Fifth Floors
Name: Celestial City
Description: Inspired by the famous Las Vegas Strip and built in the image of the arcologies used by the wealthy class of the World 2138, the Celestial City takes up floors twenty-three to twenty-five. It takes the appearance of a plaza, but turns into what appears as a shopping mall whenever going to the next floor. The city possesses an artificial sky that follows the same hours as the rest of the Earth, changing from night to day. The city has many sections buildings styled based off different culture architecture, both Eastern and Western. The facilities include a hospital, eastern and western restaurants, a movie theater, different styles of salons, a casino, grocery stores, a water park, a pool, a spa resort for both genders, a bar, crafting rooms, recreational rooms, dojos, guest rooms, a courthouse, a large banquet hall, guest rooms. There are also the two dorms for the Homunculus Maids and Butlers that also include a canteen, plus the rooms for the Custodians who guard the Celestial City. Many of these facilities were just for appearances in YGGDRASIL, but became real when arriving to Draconic Deus. The halls also have high-level golems in the form of armor that is a combination of a samurai and knight stationed. Should the time come, the city can also serve as a powerful defense if invaders should reach it. However, as the 21st Floor is considered the final defense of Lemuria, followed by the 22nd Floor, only Lemurian Sentinels spawn here, along with the Custodians stationed in the city. The surveillance specialist, master chef and blacksmith also reside on this floor, including the latter's forge. Though it was never said out loud, these three along with the Head Maid and Head Butler are in charge of these three floors, despite other Custodians present being stronger.
Twenty-Sixth Floor
Name: Royal Hall
Custodian: Sole Bagilore
Description: The twenty-sixth floor is where the suites that the World Searcher guild members originally resided are. Along with the one-hundred royal suites for each member, the floor also holds the Throne Hall, the Conference Room, Magnus's private office and the quarters of Sole Bagilore, the Custodian Commander who guards this floor, as well as multiple other NPCs who guard the hallways, lying in wait, with the mercenary NPCs Draco Knights directly in the Throne Room. There are several other Custodians there, but also Golems dubbed "The 300 Strong Guards", high-level constructs specifically designed for defense. Sole's own quarters is a luxury apartment called "The Iron Den". Finally, there is the "Herodotus" or "Great Archive", which is overseen by a level 75 NPC. Named after the famous Greek Historian, the Herodotus houses many records of various literature, novels, magical items, spell books, summoning tablets, crafting instructions and other materials put together by the World Searchers over the years back in YGGDRASIL. It is guarded by a pair of Shisa statues, which come to life when intruders approach.
Unnamed Floors
Name: The Vault
Custodian: Nephesh
Description: This floor exists within a separate space and can only be accessed by a member of World Searchers through the World Pendants. Along with the vast fortune the guild has acquired over the years, other treasures gained from various activities has its respective place in the Vault. Treasures of importance are kept in different categories, ranging from armors, weapons, jewelry, auxiliary tools, consumables, manufacturing goods, etc. This makes them easily accessible to guild members. Lemuria's maintenance room and data crystal storage are also kept there, being extremely important. In addition, it was made to house the flying warship Ellida, which was World Searcher's original guild base won in a contest. The warship rests there when not in use, along with nine other warships introduced by the "Valkyrie Downfall" update, though inferior to Ellida, which had been shrunken down. They were kept in a separate area that were accessible only to the Guild Members and those who were given their permission under the surveillance of Nephesh. Including the various traps that guard the Vault, there are who protect the vault alongside the level 100 Custodian in charge of overseeing the floor. The Custodian, Nephesh, resides in a room called the "Treasurer's Office" which is basically an indoor observation deck with a mezzanine balcony.
Path of Enlightenment: A pair of gates that open to a secret pathway connected between floors eleven to twenty, it was added by the game designers. World Searcher discovered it during their conquest of the dungeon, allowing them to bypass most of the bosses. After conquering Lemuria, World Searcher added a few traps onto the pathway. With that they also placed a level 100 Custodian to guard the entrance and another to guard the exit.
Outsiders: Members who do not originate from Lemuria but are a part of Orbis as protectorates. Despite coming from outside the dungeon, they are treated equally. These protectorates primarily consists of an archipelago of islands, known collectively as the Grener Isles, and are homed to many different races or serve other purposes. Among the islands are Avalon, ruled by Oberon and Titania, and consisting mainly of elves and fairies and is the second most important island after Lemuria. Then there is Antillia, the new home several Dragons under the leadership of Tannin, along with nearby smaller islands such as Royllo and Satanazes. Next is Thule, which is both a home for magicians and the main base of Leordraiocht. Oberon serves as both king of Avalon and Prime Minister of Orbis, directly under Magnus. With the exception of mentioned islands, all the others are under the governorship of elected officials known as counts/countesses, who under them are assisted by twelve barons/baronesses, and represented by senators in parliament and are named after individuals from the Arthurian Folklore. In terms of combat, they are less expected to take part in battle, instead defending the islands and working with Lemuria's forces. Others are dragons who wish to watch over the growth of the Dragon Apples, some of whom were trained by Magnus, magicians who either come from a long line of druids or members of Leordraiocht and other refugees.
Military: The military force of Orbis is divided. Magnus has complete control over all military matters. From the Majestic Island of Lemuria, each Warden commands the forces (i.e. POPS and Mercenary NPCs) from their respective floors, with the Custodians assigned their serving as their officers. Magnus however, can overrule them and also has total command over those in the Celestial City. Mortem also holds the position as the commander-in-chief of Orbis' forces, directly under Magnus. The soldiers from the protectorate territories in Orbis have their own armies, but they serve as defenders instead, or provide support for those of Lemuria. Their uniforms consist of purple clothing with golden trims unde metallic grey armor, matching that of Magnus' World Champion Armor. The forms differ for each species due to their different physical physiologies.
Grener is Norwegian for "Branches", which is a reference to the World Tree Yggdrasil, the name of the game that Magnus Alduin played. Basically, the idea is that each island is a branch of a large tree.
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Magnus' Character:
Because of his old life, where despite living in moderate luxury and yet being crippled, Magnus had developed a humble attitude. He respected those who worked hard to climb the ranks, despite the limitations placed on them, and disliked those who flaunted their station just because they were born into it, and also acknowledges that there are some skills that others have that he doesn't. Magnus is mostly respectful, speaking formally with others with a hint of humor, but when push comes to shove, he will fight back if necessary, to the point of being brutal. This is mainly in his desire to protect what he values, whether they be the NPCs of Lemuria, or the citizens of Orbis. Influenced by his new dragon trait, Magnus views both as his treasure, and will not tolerate any harm done to them, willing to resort to drastic measures to protect them. This also extends to the memories of those Magnus cared for, primarily his guildmates and Merlin, not tolerating any disrespect against them. Its also why Magnus never formed romantic relationships with any of the female NCPs, feeling it would be an insult to their creators.
Despite his supposed emotional state, Magnus can be of sound mind, having done so doing his time as Guildmaster in YGGDRASIL. His reason for isolating his territory for the past several centuries was because Magnus theorized that dealing with other factions while also assisting the diverse groups of refugees at the same time would be impossible, and thus wanted to help his people and ensure their security. Magnus only interfered with the Devil Civil War because he knew that if the Old Satan Faction won, they would restart a second Great War that would drag even Lemuria into it. Once he felt that the time was right. Magnus ended his isolation and revealed Orbis to the world. Magnus also knows when to be friendly and when not to, such as wishing to form alliances with other factions, instead of waging conquest, to help his plan of protecting the Earth and ensuring that it does not become like his old world, a polluted wasteland.
Most of all, Magnus has wanderlust, a side effect of his time when he was crippled. He always enjoys trying new things, seeing new places, and meeting new people. It was the reason why his character in YGGDRASIL was so well-rounded, as Magnus wanted to try and see what he could do, eventually settling on balanced stats, followed by forming a guild, the World Searchers, known for their being the most adventure-like of all the guilds in the game. This adventurous spirit remained with Magnus after his arrival in Draconic Deus, where Magnus spent much of his time exploring the new world, taking in the sights of the unpolluted Earth had to show. This was yet another reason why Magnus wishes to protect the planet from greed and conflict.
