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Chapter 1 – The Origins of the Dungeon
- Authors
- Name
- kavabun
Chapter 1 – The Origins of the Dungeon
A glimpse into the world behind Dungeon Merchant
Roughly 200 years ago, in a vast and divided continent, a terrifying event changed the course of history. Deep within the forested no-man’s-land that separated the seven kingdoms, a gate to hell tore open—a chaotic rift through which demonic forces poured into the world.
In response, a legendary magician—known today only as The Architect—rose to confront the crisis. Using ancient spells and unmatched arcane knowledge, he didn’t destroy the gate. Instead, he sealed it by constructing a sprawling dungeon beneath the earth. This dungeon now acts as a living, shifting prison—a maze designed to trap demons deep within its ever-changing chambers.

The Kingdom of Gildcairn
The Architect was loyal to the Kingdom of Gildcairn, a realm of towering mountains and deep river valleys. Its capital city, Goldmere, rests beside a vast river that cuts through the heart of the kingdom, fed by streams from the mineral-rich peaks above.
The name Gildcairn, meaning “gold is trapped,” reflects the land’s abundance of precious metals hidden in the stone. Goldmere—named for the silver and gold once found glittering in the shallows—quickly rose to become a hub of commerce, alchemy, and metallurgy. Gildcairn’s wealth fueled not only its prosperity but its influence across the continent.
The Legend of the Hidden Chamber
But the Architect knew that evil was never truly vanquished—it only waits, adapts, and returns stronger. He feared that the world, lulled into a false sense of peace, would grow complacent. What if another gate opened elsewhere? What if this was just the beginning?
To keep the world alert—and moving—he deliberately spread word of a legendary chamber hidden deep within the dungeon. He claimed it was filled with unimaginable wealth: gold, relics, and magical treasures powerful enough to make a kingdom rise or fall.
Whether the chamber truly existed didn’t matter. What mattered was that people believed it did.
The world, hungry for riches and glory, answered the call. Adventurers began to descend into the dungeon. Kingdoms funded expeditions. Traders, mercenaries, scholars, and thieves joined the rush.
Curiosity became obsession. Greed turned to ambition.
And so, while the demons remained sealed below, a new battle began above:
The Great War.
The War for the Spellbook
As exploration increased, fear followed. The other six kingdoms demanded access to the Architect’s spellbook, hoping to replicate his magic and secure themselves against future threats.
These kingdoms were:
- Navareth – an island nation with an elite navy and capital built on volcanic cliffs
- Ferradin – a mining kingdom like Gildcairn, but known for its rich iron deposits and steel craftsmanship
- Technor – a city-state of innovation, where magic intertwines with machines and alchemical tech
- Caldurra – a wild plains kingdom with the most formidable cavalry force on the continent
- Sylvara – an ancient forest realm whose people live in harmony with colossal life-giving trees, born strong yet disinterested in war
Though diverse in culture and strength, all six were united by fear:
What if Gildcairn held the only means to control the dungeon—or worse, unleash it?
But the Architect refused. He feared the spellbook, if misused, could undo the seal. Or worse: someone might learn to open a gate rather than close it.
Tensions rose. Diplomacy failed. And so began the Spellbook War.
For thirty bitter years, kingdoms turned against one another. Armies marched. Borders collapsed. The world above suffered even as the demons remained trapped below. The war, born from fear and greed, consumed an entire generation.
Some say the Architect vanished in the final year. Others believe he sealed himself deep within the dungeon, guarding the legendary room with his life.
To this day, no one knows the truth.