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Library/ The Butcher's Masquerade
Reading position Chapter 1
Whole book

Story so far

The Butcher's Masquerade · through chapter 1

Been away from the book? Here's where things stand — and nothing past your current chapter.
Story so far

Across five floors of the alien-run World Dungeon, Carl — a barefoot ex-Coast Guardsman — and his charisma-drunk show cat Princess Donut have clawed to the top of the leaderboard, becoming galaxy-famous insurgents who flooded the market-city of Larracos and made themselves the Syndicate's biggest problem. Now, descending to the sixth floor, "The Hunting Grounds," that problem comes due. The instant Carl arrives he is pulled into the Desperado Club office of Orren, the grim-reaper liaison whose hood hides a fishbowl skull and a floating Valtay worm. Because the celestial Gate of the Feral Gods can depopulate an entire floor — it crashed the System AI when it was created — the panicked Syndicate can't legally seize it but demands Carl "voluntarily" surrender the winding box, dangling two lethal alternatives; Carl stalls by demanding a lawyer, the magic words. Meanwhile Donut, ushering a scared Mongo and Chris through the specialization line ahead of him, gleefully picks a brand-new floor class — the singing "Legendary Diva" — over Mordecai's cautions, while Katia, who had the Gate in her inventory, is dismissed after naming Carl its true owner, and takes a HAZMAT endorsement. In his own grimy booth Carl defies Mordecai's melee advice and locks in the Agent Provocateur specialty, craving the Advanced Bomb Maker's Workshop. The floor is a jungle-choked replica of floor three where 360-plus Hunters — bumped to level 50 — wait in the northern city of Zockau to be loosed in thirty hours. A melancholy Bush Elf janitor, Ian, once a crawler himself, breaks character to warn Carl off Zockau and its dirty-fighting aliens, and above all to fear the mantis Vrah, who wears her thousands of victims' heads. The grace period has begun. Run.

Who matters now

Recent & key events

Bounty — A standing gold reward on a crawler's head, with Carl's sitting at three million as the sixth floor opens. Level Collapse — The timed destruction of each dungeon floor, giving crawlers 17 days on the Hunting Grounds. The Hunt — The sixth floor's signature event, in which registered hunters are unleashed to kill crawlers and take their gear.

The world

faction
Borant Corporation
The kua-tin corporation running the crawl, which wants Carl kept in the game despite the danger to its solvency.
location
Club Vanquisher
A club where the bush elf Ian normally works as an attendant when not pulled onto arena duty.
location
Die Kirschbomben
A pub just outside a medium dryad settlement on the sixth floor, chosen as the party's rally point.
faction
High Elves
The ruling class of elves, almost physically indistinguishable from the defeated Bush Elves beneath them.
location
Larracos
The fifth-floor city Carl flooded, destroying the Dreadnought army and ending their participation in faction wars.
location
The Desperado Club
The crawlers' between-floors club, where Orren's liaison office sits within earshot of the dance floor.
Character portrait