Vital-Master v1c1

Volume 1 Chapter 1


Edited by: Kanaa-senpai


 The world had entered the Great Dungeon Era¹.

 In the year 2200, dungeons suddenly manifested across the globe, becoming the ultimate answer to every human need.


 ’Dungeon Stones’² could be converted into high-density energy without emitting a single pollutant. ‘Dungeon Materials’ could be synthesized into nearly any substance through simple molding. ‘Dungeon Potions’ regrew limbs, cured terminal cancers, and made the very concept of aging a thing of the past. ‘Dungeon Food’ offered peerless flavor and nutrition while physically optimizing the human body. Even the world’s most advanced scientific armaments were rendered obsolete by the arrival of ‘Dungeon Weapons’ and ‘Dungeon Protectors’.


 Simply put, the dungeons were an overwhelming force that completely upended the world’s established systems. If you wanted wealth, you dived into a dungeon. If you wanted a woman on your arm, you dived into a dungeon. If you wanted to claim a high-status man for yourself, you dived into a dungeon. If you wanted glory, you dived into a dungeon. These labyrinths provided everything sought by men and women driven by raw, human greed.


 However, these blessings were not for everyone. Ordinary people found several massive walls standing between them and the dungeon’s treasures. The most obvious barrier was that almost every dungeon was a death trap. The monsters within possessed physical resilience far beyond a wild grizzly and could unleash attacks that looked like “magic” out of a fairy tale. If an untrained human went in cold, they wouldn’t survive an hour.


 Survival required a body specifically forged for the environment. This was made possible by a rare type of dungeon known as “Phase Zero”³. These single-floor locations were devoid of monsters and basic dangers. Yet, a dungeon was still a dungeon. By training within one, a person’s body became permeated by the alien atmosphere of the space, sublimating them into an existence capable of surviving the “Other.”


 So, could anyone who trained in Phase Zero dive into a dungeon? The answer was both yes and no.


 The “Yes” was simple: training granted superhuman physical ability and the acquisition of a ‘[Dungeon Job]’ and ‘(Job Skills)’. These powers transformed a person into something beyond human, allowing them to survive for a time in the low-level “Phase One” dungeons.


 The “No” was equally predictable: the world’s power brokers were never going to leave a “superhuman factory” like Phase Zero alone. Governments quickly seized control of these sites and banned public access. In Japan, Phase Zero dungeons appeared in seven cities: Asahikawa, Kitakata, Sano, Takayama, Wakayama, Onomichi, and Kurume. Because every single one of these locations was famous for its regional noodles, they earned a cynical public nickname: “The Ramen Seven”.


 Initially, access was restricted to the elite: the prestigious families running the economy, the ultra-wealthy who paid off shadow brokers, and special forces members who signed contracts so restrictive they effectively surrendered their human rights. But as public outrage grew against the government’s monopoly on dungeon wealth, the restrictions began to crumble. Opposition parties promising to “Liberate the Dungeons” won election after election, and the walls around Phase Zero were lowered inch by inch.


 The real shift happened when a massive gap in national power emerged between countries that liberated Phase Zero and those that didn’t. Nations that mass-produced Dungeon Explorers became the new global superpowers. Japan, having fallen behind due to years of partisan gridlock, finally decided to open Phase Zero to the public-with one major catch.


 To gain entry, one had to graduate from a National Dungeon Academy. Since it was now inevitable that citizens would become powerful through the dungeons, the government intended to maintain control through ideological education within the school system. Whether this indoctrination is actually working is up for debate, but Japan’s dungeon conquest is finally starting to find its rhythm.


 Now, as the year 2300 passes, the elite graduates of the Academy are leading the charge, conquering the nation’s dungeons one by one.


 —


 Summary:


 This introductory chapter chronicles the 100-year history following the sudden appearance of dungeons in 2200. It details how dungeon resources revolutionized technology, medicine, and global power dynamics. The narrative focuses on Japan’s struggle to adapt, culminating in the establishment of the National Dungeon Academy as a state-controlled gateway for citizens to gain superhuman abilities.


 —


 Trivia:


 - The ‘Permeation’ of the body: Hinting that dungeon power isn’t just a tool, but a biological alteration that might have long-term side effects (relating to the ‘Pleasant Side Effect’ in the title).

 - The Ramen Seven: Using a comical nickname for high-security zones suggests a public that is cynical toward government secrecy and gatekeeping.

 - Ideological Indoctrination: The mention of the government using the Academy for ‘control’ sets up a potential conflict between students and the state


 —


 Character Insight:


 No specific character relationships are established yet; however, the dynamic between the ‘General Public’ and the ‘Government/Power Brokers’ is established as one of resentment and gradual concession.


 —


 Lore And Worldbuilding Context:


 The world operates on a ‘Phase’ system (Phase Zero for training, Phase One for low-level exploration). Humanity has shifted from a fossil-fuel and high-tech manufacturing base to a ‘Dungeon-centric’ economy where biological sublimation is necessary for survival.


 —


 TL Notes:


 The author explicitly references regional Japanese cities famous for ramen to ground the fantasy elements in recognizable geography. The translation choice for ‘Dungeon Job’ preserves the ‘Narou-style’ litRPG elements inherent in the genre.



 —


 Glossary:


1 Great Dungeon Era: A historical period beginning in 2200 characterized by the global appearance of dungeons.

2 Dungeon Stone: A clean, high-density energy source harvested from dungeons.

3 Phase Zero: Special, non-lethal dungeons used for physical adaptation and training.

4 Ramen Seven: A slang term for the seven Japanese cities containing Phase Zero dungeons, all known for ramen.

5 National Dungeon Academy: A state institution providing the only legal path for citizens to gain dungeon-related abilities.


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Edited by Kanaa-senpai.
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