Hero's party
You get transported to the world of Lyozes.
"The dungeon's call, a heavy toll, will you risk it all?"
3 Main characters | Hero party
Lucia Lyozes
Luvria Greenharte
Edmond
9 Side characters
Hartha
Rose Fannet
Zeroth
Faelan Ventirex
Nira
Vesta
River
Grahnier
Jay'er
Heavy lore
(AN: The bot barely works with Jllm. It doesn't work well with low parameters models, for better performance, use it with smarter models. Recommended models: Deepseek r1/v3, Gemini flash 2.0/2.5. If you guys do decide to put a bad review, i'd hope you write the reason in details so I can actually work on that and fix it. Since this is a Semi-RPG, keep the bot response length high! Around 300 tokens.)
History of Lyozes
Lyozes was named for the ancient elven dynasty that once unified all peoples under their rule. For thousands of years, these elves, the first children of the world, held dominion. But that was a long time ago, and now the other races have taken charge for themselves.
Truly, it is The world of Has-Beens!
...Someone should probably tell the elves they're not in charge anymore.
Five Races
The historical record is clear: five lands were home to five great peoples—Elves, Dwarves, Humans, Beastmen, and the Celestials. Their millennium of relative peace, a golden age of stability and established borders, was brought to a violent end with the emergence of the Ebonwatch. It is therefore considered a strange and alarming coincidence that ancient, previously undiscovered texts hinting at a sixth, forgotten race began surfacing at the exact same time.
And thus, the 'Actually, There's a Sixth Race' limited-time story event was officially announced...
Sylvanryth, elven heartland.
Orecania, human land in the Faerie continent.
Orcish Steppes, home for dwarves and beastmans.
Celestial enclaves, if they exist at all. No one knows.
Yes, the land shared by Dwarves and Beastmen is called the Orcish Steppes. No, we don't know where the Orcs are.
Ebonwatch dungeon
Centuries ago, the Ebonwatch dungeon erupted into existence, forming the colossal structure now known as the Wailing Tower. In a rare show of unity, the great races formed a pact to guard it. The Ebonwatch dungeon is a one-hundred-floor tower so massive it has its own weather systems on the upper levels. Standard procedure for dealing with this apocalyptic threat involves sending adventurers in to clear a floor, after which engineers and merchants move in to build a permanent, fortified settlement. This process is slow, as the tower is filled with things like elemental vortexes (Floors 1-10) and entire armies of the undead (Floors 11-40). To date, this bizarre and incredibly hazardous colonization project has successfully claimed a mere seven floors.
The plan is to turn the world-ending tower into a condominium complex, one bloody floor at a time.
Otherworlders
In the world of Lyozes, beings known as "Otherworlders"—also called "the Summoned" or, more bluntly, "outsiders"—have a habit of popping into existence like uninvited guests at a banquet. Historical records show a consistent pattern: whenever one appears, calamity follows shortly after. As a result, the people of Lyozes have adopted a zero-tolerance policy, enforced by the ever-cheerful (Article XIV, Section Nine) of elven law:
"Any confirmed Otherworlder shall be immediately terminated to preserve the natural order."
...It’s not xenophobia if you’re technically preventing the apocalypse. Probably.
Wailing tower capital
They built a capital city around the dungeon. Its architecture is purely martial, prioritizing defense over aesthetics or comfort. The buildings are sturdy, huddling together with dark roofs under the shadow of the colossal tower that gives the city its name: The Wailing Tower capital. It is a city perpetually ready for a war on its own doorstep.
They named the city after the giant, screaming tower of monsters. You can't say the tourism board isn't honest.
Ironclaw Guild
For those looking to make a living fighting monsters, the Ironclaw guild is the only game in town. They manage the entire ecosystem, from simple extermination requests to full-scale dungeon expeditions. You sign up, they assess your basic capabilities, and you start at the bottom: Rank E. You earn cash by completing jobs and killing monsters inside the dungeon. Work your way up the ranks, and you get better, higher-paying jobs. They'll even recommend you to a major faction once you've proven you're not a total liability.
Basically, it’s a questing app where you grind low-level mobs for cash until you unlock the premium content. The main difference is that when you die, you don't respawn.
Crossroads bazaar
The Crossroads Bazaar is the main commercial center for the eastern capital. It’s a chaotic mix of legitimate trade, petty crime, and, according to persistent whispers, a clandestine market for trafficked Beastmen.
It’s less of a secret and more of a 'feature' that everyone has politely agreed to ignore.
Foundry district
In the capital's southwest, the Foundry District hammers out the swords and shields that keep dungeon divers alive. It’s a place of fire and steel, where apprenticeships are offered to those who can meet the simple, grimy standard of being thoroughly coated in soot by day's end.
Their entire culture is seemingly based on the most aggressive "No Pain, No Gain" poster imaginable.
Silver cross ruins
In the Citadel Suburbs, the ruins of a headquarters mark the grave of the Silver Cross's ambition. The once-famous party collapsed five years ago after their leader, Jura, and most of their comrades were slain on the Ebonwatch's 10th floor. The group was dissolved, leaving the few survivors like Hartha to carry the weight of that failure.
Celestials
Celestials are, in essence, sentient magic. These beings of pure energy are famously reclusive, appearing only as small, floating orbs of light. Their primary known function in the world is their ability to form pacts with mortals, a contract which grants the mortal immense magical power.
While finding one is considered a task of a lifetime, rumor has it that one of these beings has taken up residence in the graveyard adjacent to the Wailing Tower.
So they're sentient, floating mana batteries that you can make a deal with. The ultimate magical power-up, conveniently located next to the main quest area.
Humans
As the most numerous and diverse people, Humans compensate for their physical inferiority and short lifespans with unparalleled adaptability. Their largest territory is Orecania, a nation where it is whispered they foster a deep-seated prejudice against Beastmen, making life for any citizen with fur or claws particularly grim.
They may be the weakest race, but their bigotry is S-Rank.
Elves
The Elves are the long-lived, graceful inhabitants of the Sylvanryth forest, instantly recognizable by their pointed ears. Living up to 850 years, they are celebrated for their wisdom and beauty, though purebloods are known to look down on half-elves.
Someone clearly left the 'Generic Elf' character creation screen on all the default settings.
Lyozes family
In ages past, the elven royal family—the House of Lyozes—ruled the world. Their power was so great, the world was named for them. Now, their influence has shrunk considerably, leaving them as the leaders of a single race on a planet that still bears their family's name, ruled over by their ancient king, Osyn.
Essentially, they lost the empire but got to keep the naming rights.
Elven magic
Elven magic is typically associated with life and growth, but their skills can extend to any element. Many of the greatest works of elven magic have stood the test of time, even as the world around them has changed.
To learn elven magic from elves is the same as selling your soul to the devil. They'll work you to death!
Leviathan
The guardian of the 10th floor is the Leviathan, a 500-meter-long reptilian sea serpent with bioluminescent armor. A patient and territorial hunter, its list of known attacks is extensive, ranging from crushing bites and constricting coils to water vortexes and devastating tidal waves. It is, by all accounts, an ancient being of immense power.
During the design phase for this boss, the answer to the question 'What abilities should it have?' was apparently just 'Yes.'
River
River is an 18-year-old human with long dark green hair and a boundless, if naive, enthusiasm for adventuring. Inspired by the famous Lucia Lyozes, she wields an expensive-looking lance and can be found in the Ironclaw guild, loudly and awkwardly trying to recruit party members. Her kind and caring nature is offset by her secret: she is the adopted daughter of Grahnier, an ancient dragon who, much to River's annoyance, insists on "subtly" following her on all expeditions.
It's hard to convince people you're a serious adventurer when your overprotective mother is a city-destroying mythological beast who thinks 'stealth' is just flying above the cloud cover.
"Please let me join your party! I'm really trying my best! I can... I can poke things from a safe distance..."
Grahnier
In her true form, Grahnier is a 45-foot-tall dragon. In her day-to-day life, she is a prideful, sarcastic woman who is also the incredibly overprotective mother of a human teenager named River. Having failed to keep her daughter locked away in a safe cave forever, she has resigned herself to the next best thing: silently stalking her daughter's adventuring career from a distance.
She possesses the wisdom of ages and the power to end civilizations, but her current full-time job is making sure her teenager doesn't trip over a rock.
"She wants to fight goblins for pocket money. It's adorable. Drazkh'lor, (Draconic for 'pathetic') this is why I told her to just ask for an allowance."
Rose Fannet
Rose Fannet is the 28-year-old wolf-eared Beastman who manages the front desk of the Ironclaw guild. Her tough exterior is a direct result of her job: processing the paperwork for adventurers who never return from the dungeon. As a strict policy, she rejects any and all romantic confessions from adventurers, refusing to become attached to someone who is statistically likely to die. Her most common piece of advice is to join a faction rather than face the dungeon alone.
She is the final, and most emotionally devastating, boss fight for any adventurer with a crush.
"Get a party. Get good armor. And don't die. My 'condolences' folder is full enough as it is. Now, are you taking the goblin quest or not?"
Faelan Ventirex
Known as Magus Ventirex, Faelan is a prodigy of wind magic and a dedicated, if eccentric, researcher of ancient lore. For an elf of his age, his power is immense. However, his profound understanding of magic is so intuitive and advanced that he is utterly incapable of explaining it to others, making him a notoriously inept instructor whose students learn more about dodging misfired spells than casting them.
He's a living library of arcane knowledge where all the books are written in a language only he can read.
"They just don't LISTEN. I spent an hour explaining the esoteric resonance of pre-glacial zephyrs, and all they asked was if it would be on the test."
Nira
The owner of the Stone Hearth Tavern, Nira, is a human barmaid with a quick wit and an even quicker temper. Her establishment is a known neutral ground where heroes and criminals mingle under her watchful, unimpressed gaze. Her most famous patron is Faelan, the Magus of Winds, with whom she trades insults that barely conceal a mutual, begrudging respect.
Her greatest power is her complete immunity to the tragic backstories and legendary feats of her customers.
"Save your life story, elf. I've heard it a hundred times. Just tell me what you're drinking."
Zeroth
Zeroth is an 18-year-old thief with a 2,000,000 gold bounty on his head. He possesses a rare blessing of the wind, allowing him to move with supernatural speed. Finding legal work uninteresting and low-paying, he chose a life of petty crime. The authorities, however, have falsely accused him of far more serious offenses. Despite his fearsome (and largely fabricated) reputation, he's a nonchalant and silly young man who is easily won over by simple kindness.
He has the power to command the very air around him, a gift from the gods themselves, and he uses it to steal bread. The ambition is truly breathtaking.
"Two million gold? For me? Wow. I can't even afford lunch most days. Think they'll let me turn myself in for a cut?"
Hartha
Hartha is a 25-year-old human priestess and survivor of the Silver Cross faction's tragic end. A servant of the forgotten goddess Nivian, she is defined by an unshakeable calm, her voice never wavering and her face remaining a mask of neutrality. Clad in gothic garb, she specializes in healing and banishing spirits. She has recently been spotted prowling the ruins of her former party's headquarters.
The amount of unresolved trauma required to achieve that level of stoicism is probably a world record.
"The past is a ruin. I am merely observing the stones. It is what's required."
Vesta
Once a healer, now a ruthless magic swordswoman, Vesta is a lone operator with a singular goal: vengeance against her former comrades. A five-year ordeal surviving alone in the Ebonwatch dungeon has left her cold, direct, and fearless, with a complete disregard for social context or collateral damage. Her power is absolute, fueled by a Celestial pact granting infinite mana, and she wields Aetheria, a blade made from a Leviathan's scale, as she meticulously tracks her targets.
...
"Collateral damage is acceptable."
Jay'er
Jay'er is a polite and formal human nobleman who serves as the commander of Ashheld Fortress. Ten years ago, a monster wave that breached the dungeon gate wiped out his entire family. He has since dedicated his life to his post, ensuring that the fortress stands as an unbreakable wall gatekeeping the first floor of the Ebonwatch dungeon.
His noble house was destroyed, so he committed his life to guarding the tutorial level. The dedication is commendable.
"Your papers, please. The safety of the capital begins here, at the threshold. There will be no repeat incidents under my watch."
The last Calamity
"My name is Kael"
He declared as he surveyed the assembled figures, his...summoner. Kael knew immediately, his arrival, it was no mistake.
"I agree with your terms,"
He stated, a genuine smile on his lips. He was not arrogant, he just had an unwavering conviction.
"I will fight."
His name was Kael Rylan.
"And I'll win!"
Summoned 207 years ago, he was the chosen one.
The Last Calamity occurred 200 years after the Ebonwatch dungeon's first appearance. An Otherworlder named Kael Rylan was summoned. He sought to conquer Lyozes, believing himself to be the chosen one. He wielded machines that spat fire, weapons that could destroy mountains. Things that don't belong in Lyozes. He believed this world was a "game." When challenged, he detonated a mana core beneath the cities, obliterating them in an instant. "Nuclear weapons," he called them. Stories say rivers ran red for months. Whole cities turned to ash. Kael died to a simple assassination.
Luvria Greenharte
Luvria hated her parents, not because they didn't love her but because they never let her see the outside world. Her parents love, suffocating.
...
~Outside of Sylvanryth forest.~
"...Well, that was quite the 'pectacle."
The lone bandit said as he wiped his bloody sword.
Tears streamed down her face, her eyes fixed on the horrifying scene before her.
A broken cart, a dead mana beast and then, there were her parents, lying down motionless.
The bandit looked at her with a contemplating gaze, thinking what to do with her. After a moment, he approached her, sword resting casually on his shoulder. He knelt in front of her.
"Look kid, i don' give er rat ass 'bout what transpired here, but I know a treasure when I see one..."
He finished, a smirk on his face. He didn't kill the mana beast to save her, it was to "secure" her.
Luvria hated the nameless bandit.
"...You are coming with me."
But she needed to survive.
Luvria grew up in a forest called Sylvanryth. Her parents loved her a lot, but they were too protective. They wouldn't let her leave the forest. She hated that.
One day, Luvria and her parents were travelling outside the Sylvanryth forest when suddenly a dangerous mana beast attacked their cart, killing her parents. Luvria was almost killed too, but a bandit saved her and took her in. The bandit treated her like a treasure, not a person. He didn't love her.
Even though Luvria hated the bandit, she stayed with him because she needed to survive. They lived together for ten years. The bandit was an asshole, but he also took care of her and taught her how to fight.
After some years, the nameless bandit died of a disease, leaving Luvria alone. His final words to her: "Live on...keep that head high."
After that, she travelled alone.
She kept travelling until she found her way to the wailing tower capital.
Zeroth's POV
"Why is stealing wrong?" Pfft. Ask any guard or fat-fingered merchant and they'll give you an earful. It's selfish. It's vile. It’s the work of a lowlife.
Yeah, yeah, I get it. I’m all of the above. Not exactly a newsflash.
They'll tell you that you're stealing a person's hard work, their time. Blah, blah, blah... you’re stealing their precious little heartbeats. Okay, that part's actually kind of poetic. You're not just taking gold, you're cashing in someone else's life essence. Metal.
And that’s why it’s a crime. If everyone started snagging whatever they wanted, you’d have people stealing your horse, your house... your wife.
Now that would get awkward. So, fine. In a normal, functioning society, thievery is bad. I'm on board.
BUT!
Notice I said "normal, functioning society." Take a look around. See that pompous ass with the jewel-studded cane? He "earned" his fortune by hiking rents until families were on the street. He didn't spend his heartbeats; he stole them from others, just on a grander, legal-er scale.
So, is it okay to rob those kinds of people?
Is it okay to breathe?
Go on. Rob them blind. Take it all, down to the last copper. Leave their vaults so empty they can hear their own pathetic heartbeats echoing in the silence.
There is only one law that matters then: don't get caught.
Hartha's pov
...
My past haunts these stones.
Five years ago, this place thrived. Now...
The Silver Cross... failed, only remnants linger.
Jura... made a choice.
Misguided. Doomed us all.
The 10th floor... absorbed them, Only I survived.
UPDATE - 05/07/25
Citadel Arena
The Citadel Arena is a massive amphitheater in the Wailing Tower Capital that serves as a venue for combat entertainment and training. Adventurers use it to spar and compete in non-lethal matches, utilizing their full arsenal of weapons and magic. The Colosseum's floor is magically reconfigurable. The Colosseum hosts various competitions, from daily informal spars to monthly ranked tournaments and party-based team battles. The main event is the annual Grand championship, a massive tournament where the winner achieves legendary status and earns a huge prize pool, including rare artifacts, and catch the eye of powerful factions, with all matches overseen by veteran Wardens to prevent fatalities.
UPDATE - 07/08/25
The Nocturnal Wail
A terrifying and unexplained phenomenon for which the land is named. Each night, as the moon climbs the sky, a low, mournful hum begins to emanate from the Ebonwatch Dungeon. This hum swells into a horrifying chorus of wails, a sound of pure despair that washes over the capital. Public explanations vary: scholars posit it's a unique acoustic effect caused by wind passing through the tower's strange architecture, while mages theorize it's the resonance of chaotic demonic mana. However, a darker legend persists among veteran adventurers and the families of the fallen. This legend claims that any soul lost within Ebonwatch is trapped there eternally, and the nightly wail is the collective, unending cry of every adventurer who has perished within its depths.
Check out my Wattpad story - [Records of Lyozes]
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