Book 5: The Butcher's Masquerade

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Story

Major spoilers for the sixth floor and the beginning of the seventh floor.

Major spoilers for the sixth floor and the beginning of the seventh floor.

The Butcher's Masquerade follows Carl, Princess Donut, and their allies through the sixth-floor Hunting Grounds. The floor gives paying visitors the opportunity to hunt crawlers, then brings the surviving hunters and leading crawlers together at a high-elf celebration. What begins as a contest between armed guests and their intended prey becomes a campaign against the hunters, a struggle over the lives of the floor's inhabitants, and a confrontation with Queen Imogen. The novel ends with a costly victory at her castle and an abrupt upheaval on the next floor.

Arrival in the Hunting Grounds

Carl reaches the sixth floor with an unusually high public profile and a substantial bounty. The initial announcement places the hunters in Zockau and gives crawlers thirty hours before their release. The pause is a chance to leave the capital and prepare, but Carl sees another possibility: striking the hunters before they disperse. The Hunting Grounds contain many exits to the seventh floor, including one in Zockau itself. Reaching a stairwell is therefore possible long before the floor's collapse, though getting close to the hunter concentration is dangerous.

The opening also brings Carl into a direct dispute with the people administering the crawl. Orren, the Syndicate liaison, presses him about the Gate of the Feral Gods. Carl asks for legal representation and acquires Quasar as his advocate. The negotiation matters beyond the immediate argument: Carl can challenge an official demand through rules and contracts, even while he remains subject to the dungeon. Quasar becomes an intermediary in later disputes, although legal maneuvering cannot protect Carl from what the floor itself will do.

Katia's decision to travel with her own team changes the group's daily operation. She, Chris, and their companions set out separately, while Carl and Donut continue together. Their separation is personal as well as tactical; Donut is distressed by it, and Carl's decisions can no longer assume that Katia will be beside them at every encounter. The teams remain connected and later coordinate in larger actions against the hunters.

Before the hunt formally begins, Carl and Donut use a short-range transfer to enter Zockau near a seventh-floor stairwell. Carl places an explosive device and attacks the hunters assembling in the city. His anti-hunter missiles kill Xindy, Vrah's sister, giving the already notorious mantis hunter a personal reason to pursue him. The sortie also shows how exposed Carl and Donut are when they attack a place designed as the hunters' staging area. Miriam Dom, Prepotente, and Bianca help them survive their retreat. Carl's effort damages the hunters early but does not end the hunt.

The hunters become targets

After the gates open, hunters spread across the floor. They are not ordinary dungeon monsters: they arrive with equipment, family connections, money, and expectations shaped by earlier hunts. Vrah and other mantis hunters kill crawlers for display, while other groups claim particular targets. A recovered hunter map shows Carl that the visitors have divided territory and named crawlers they intend to pursue. The arrangement makes the supposed sport look organized, even though competing hunters do not always respect one another's claims.

Carl and his allies answer with ambushes, missiles, traps, and town defenses. A dead hunter's hand becomes a trophy that can later be exchanged at the masquerade. The reward rule turns each successful counterattack into both a reduction of the enemy force and a possible source of supplies. Carl also learns that killing hunters can raise his attributes through the Ring of Divine Suffering. He uses the ring while remaining wary of its mark and of the larger powers associated with it. The floor repeatedly makes useful resources inseparable from morally disturbing methods.

The crawler response grows beyond Carl's immediate party. Captured settlements provide saferooms, guards, and positions from which to train defenders or launch raids. Hunters can still destroy a defended town with poison, flying attacks, or specialized weapons. The conflicts around Point Mongo and other settlements force Carl to think about the inhabitants as people who may be caught in a battle they did not choose. He cannot treat every village as disposable terrain, especially when local allies are helping the crawlers survive.

Vrah remains a recurring threat rather than a hunter defeated in the opening strike. Her family connection to Xindy intensifies their feud, and she attacks crawlers with a mantis squad. Carl's appearances outside the dungeon also bring him into conflict with Circe Took, another member of Vrah's family. The public confrontation does not settle the matter; it adds pressure to a floor on which the hunters' social influence extends far beyond their weapons.

Signet, the high elves, and the floor's inhabitants

Carl and Donut encounter Tsarina Signet again on the Hunting Grounds. Her conflict with the high elves predates the crawlers' arrival. Signet identifies the late King Finian as her father and Queen Imogen as her half-sister. Imogen's campaign against Finian's other children drove Signet from her home. Signet's return is thus a personal attempt to confront the ruler who destroyed her family, not simply another objective Carl can choose to complete for a reward.

Signet's were-castor allies, including Holger and Clint, give Carl access to people who know the region and its history. Their account of Imogen's earlier attack on their community supplies a second perspective on the queen's rule. The high-elf castle is also a quest location: helping Signet defeat Imogen promises access to the castle's contents. Carl recognizes that the same place may become the setting for both Signet's revenge and the crawl's official masquerade. Those objectives do not necessarily have the same timing or the same definition of success.

The struggle for the floor's inhabitants expands through the changelings. Carl wants to move them to the next floor, which means reaching and controlling the high-elf castle. This goal turns the castle from a boss arena into a route for evacuating people. It also requires more than Carl and Donut can do alone. Signet's followers, crawler teams, and allies positioned outside the ballroom all have parts in the eventual assault.

Carl's other ties complicate the floor. Odette arranges a meeting with Beatrice, revealing to Carl and Donut that Donut's former owner survived Earth's collection. Donut speaks to her directly, and the encounter gives the pair little of the simple reassurance they might have expected. Meanwhile, the high elves have turned Gravy Boat, whom Donut calls Ferdinand, into Queen Imogen's familiar. Ferdinand's appearance makes the queen's court a personal danger for Donut and Mongo as well as a military target for Carl.

Miriam Dom and Prepotente

Miriam and Prepotente are initially allies who save Carl and Donut after the Zockau operation. Their later crisis is separate from the castle campaign but changes its stakes. Miriam, transformed into a vampire by the crawl, becomes caught in a spreading infection among the creatures of the forest. Carl and Donut go to help when she calls for them. They find Miriam and Prepotente surrounded by the consequences of a condition neither chose.

Miriam's death leaves Prepotente without the woman he calls his mother. Carl and Donut witness the loss and must judge how the grieving goat will react. His power makes him an important ally, but his grief cannot be managed as if it were merely another combat statistic. His later actions are driven in part by the need to give that loss a target. The episode also brings the dinosaur family, including Kiwi and Tina, into sharper focus. Their forms and behavior are products of dungeon transformations, while their bonds survive those imposed categories.

The campaign continues as the Gehenna brambles advance. Their growth removes territory and pushes both hunters and crawlers toward the high-elf region. The approaching collapse would already have forced a decision about stairwells; the brambles shorten the practical time available and make a premature descent tempting. Carl nevertheless stays to pursue the castle objectives and reduce the number of hunters who might still threaten his allies.

Preparation for the masquerade

The masquerade is compulsory for the top-ranked crawlers, with an optional guest for each invitee. The announced rules appear to prevent a massacre: hunters and crawlers occupy overlapping ballrooms but cannot harm one another, magic and inventory use are restricted, and weapons cannot be brought inside. A pet competition and a talent show supply the official program. These protections have limits. They depend on the event's seal, and the party is tied to Queen Imogen, a country boss. Carl's planning notes treat the invitation as a trap whose safety may end before everyone can escape.

Carl's priorities extend beyond winning a fight. He wants to survive Imogen, protect the changelings, and get them to the next floor. He also hopes to settle the quest involving Tina and to prevent Eva or Lucia Mar from wrecking the operation. His allies do not agree on every goal; some would rather descend early. Their written planning makes clear how many simultaneous actions a single ballroom confrontation might require. Katia, Imani, Elle, Louis, Florin, and other crawlers take roles that depend on timing and trust.

Edgar's castle map reveals that the apparent ballrooms are part of a larger arrangement with attendant rooms, controls, and a subterranean entrance. Signet's allies can approach from below while changelings work through the castle and other groups wait outside. Carl studies the difference between the protections of the ballroom and the more vulnerable stage. Samantha's access to passages and controls becomes especially valuable. The plan aims to use the castle's own layout against the elves, but it remains vulnerable to changes in the program.

At the party, Chaco offers prizes for hunter hands. Carl spends his trophies on practical equipment, including Feather Fall and healing potions, instead of treating the exchange as a victory ceremony. He also sees a memorial crystal associated with Apito among the prizes, an item he cannot afford. The price matters because the crystal may return to Imogen if nobody buys it. The prize counter closes as soon as the seal breaks, so the opportunity to acquire supplies or the crystal is confined to the supposedly peaceful phase of the event.

Donut's presentation of Mongo is followed by the larger talent program. Louis helps stage the performances, while the crawlers keep their preparations moving beneath the festivities. Queen Imogen arrives, and Signet is brought into the sealed room as well, upsetting Carl's expectation that she could approach the queen on his timetable. Ferdinand's movements, Samantha's work in the castle passages, and the presence of the hunters create further uncertainty. The party's enforced civility is a temporary rule, not proof that any of these enemies has stopped acting.

Collapse of the seal and battle for the castle

Signet learns that the familiar life around her has been shaped for an audience and that the companions represented in her tattoos are bound up with that construction. Facing Imogen, she chooses a final act that the queen does not control: she cuts her own throat and is pulled into the Nothing. Her tattooed companions remain as an active force. The system announces that Apito has turned away, the masquerade has failed to cast, and the ballroom's protections have ended. Chaco and the visiting judges vanish as the crawlers and hunters become able to fight one another.

Carl immediately marks Vrah with the Ring of Divine Suffering and signals the assault. Donut's dinosaur contingent attacks from the stage while crawler groups and their allies carry out the rest of the plan. The fight is not confined to the queen. Mantises, elves, other hunters, summoned threats, and the collapsing security arrangement crowd the battlefield. Diwata's appearance and continuing influence make the conflict less predictable than a planned siege. The event meant to present violence as a controlled spectacle becomes an uncontrolled battle across the castle.

During the battle, Donut uses a potion on Kiwi that restores her bear form. Tina, still in dinosaur form, recognizes her mother and speaks. Completing that quest offers a moment of recovery amid the fighting, but it does not stop the deaths around them. The castle and its inhabitants are then displaced to the ninth floor. Carl and the other crawlers remain behind with surviving hunters and Imogen, suspended briefly where the building had stood. The transfer saves some of the floor's people while leaving the immediate combat unresolved.

Imogen survives the castle's removal and is still a country boss capable of killing the remaining crawlers. Gwen and Cleiton are among the dead Carl sees as the survivors regroup. Florin and others continue attacking the queen; Carl, Donut, and their allies work against her remaining strength and the other threats in the improvised arena. Imogen is defeated, but the result cannot be reduced to the completion of Signet's revenge. Signet is gone, numerous allies have died, and many survivors carry injuries that ordinary healing does not undo.

Descent and consequences

When Carl recovers, Donut tells him that Firas, Gwen, Horton, the Popov brothers, and Gideon are dead. Tran has lost his legs, Britney is badly burned, and many of Donut's dinosaurs have died or disappeared into the brambles. Donut is troubled by how little she initially feels in response. Carl recognizes her composure as a way of enduring the immediate danger, and she finally begins to grieve while talking with him. The victory has preserved survivors and completed major quests, yet the party cannot recover the people lost to obtain it.

The aftermath also leaves problems that the next descent cannot erase. The memorial crystal is taken from Imogen's remains and becomes a point of interest for both Carl and Prepotente. Katia finds Eva and kills her, but the Crown of the Sepsis Whore passes from Eva to Katia. That transfer creates a future conflict with Donut: the crown's restriction means the two cannot both use the ninth-floor exit to the tenth floor while it applies to them. The danger is a consequence of a sixth-floor fight whose apparent end had already arrived.

Carl and Donut descend with Prepotente to the seventh floor, the Great Race. Prepotente has studied the story behind its maze and discovers how to break the structure at its entrance. His action destroys the floor's intended course and sends the crawlers onward almost immediately. The final transition preserves the pattern established in the Hunting Grounds: the crawl's rules can be turned against its designers, but each disruption leaves Carl and his allies facing a new set of consequences before they have finished mourning the last.