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"What doesn't, Your Highness?" Cedric asked.
How to explain I knew what CERN was? That I had transmigrated from that world? That I had knowledge I shouldn't?
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There really wasn't a way unless I trusted him and my other Va.s.sals completely and told them of my origins.
And at this point, I didn't.
I thought they would be faithful, and they certainly had done an admirable job of advancing my cause and defending when needed, but the Sidhe were too inured in trickery and deceit. Their actions today may be subverted and completely different tomorrow. They were creatures always striving for more.
Power, wealth, possessions.
It mattered not. The Seelie and Unseelie were duplicitous. Even Oath's and Geas could be subverted if enough effort were applied.
If the Olympians were noted for their hubris and l.u.s.ts, the Sidhe were known for their trickery. It was strange that a race that was noted for speaking only truth, was also noted for their deceit and lies. I might have taken the risk if my Va.s.sals had been the only people accompanying me, but Blayney had sent a guide, and my own guards were in attendance.
The fewer people who knew of my origins and circ.u.mstance the better. Further S-Prime had warned me against sharing information. It had already maneuvered and manipulated my actions, I feared what it would and could do to me if it felt I was not only no longer needed, but a threat to its directive.
"I know dungeons are formed where nexus of power and magic are most strong. But does anyone know what they really are and how they form? Are dungeons contained pocket dimensions that host monsters and resources? Openings into other worlds?" I asked stalling for a time as I pondered why a Dungeon would appear that was located on Earth.
"There are a few theories," Lohne volunteered. "The most prevalent is that dungeon cores are lost souls given a second chance by System. They are forced to atone for great evils done in a past life by providing Dungeon-delvers the opportunity to gain experience and resources. Once penance has been satisfied the dungeon evolves, the core is released, and the dimensional pocket closes.
"Another popular theory bandied about is that dungeons are worlds that can be found scattered throughout the multi-verse. The dungeon entrance is a stepping-stone, a path through Summerlands, that connects the two points. Because the Summerlands are capable of interacting with every point in time and s.p.a.ce, the bridge between worlds would make the transition logical.
"This theory explains the diverse and unknown life-forms and materials that can be found. The largest detractors point out that if dungeons were just tunnels between worlds, then why are dimensions regulated. Why would the Summerland's and access to those lands be so unique and sought after?
"Additionally, the size and area of all dungeons are static. Proscribed. No dungeon has managed to exceed the area more than that contained within the area of a fifty-mile circle.
"No matter if the dungeon contains floors, landma.s.ses, or water, the area remains constant. 1963.5 miles^2. If dungeons are simply openings to other worlds, why are there limits to the areas that can be explored?" Lohne concluded.
"If dungeon's open onto wide-open landma.s.ses, what stops someone from voyaging past the fifty-mile limit?" I asked.
"There is always an energy barrier that contains the dungeon. No matter the means; flight, digging, battering, that barrier has never been able to be breached. What is frustrating is watching those native life-forms cross the barrier almost as if it doesn't exist. They can travel back and forth, which gives more weight to those instances being other worlds," Lohne answered.
"On the other hand, the same constraints that define that barrier seem to work against the native populations at the portal opening to enter and exit the dungeon. No matter what attempts are made, only those that have entered the portal via the portal can exit the dungeon using that portal.
"The final prevailing theory is that dungeons are a combination of both theories. Some are created instances formed by dungeon cores, that have been imbued with a soul and intelligence, while others are planets and peoples that can be found in the firmament of heaven," Lohne said.
"And dungeon levels? What does it mean that this Dungeon is level 0?" I inquired.
"Dungeon levels range from 0 to 10. The higher the level, the more dangerous and powerful the creatures found inside. And the rarer the resources that can be harvested," Uron answered. "Crafted items of Legendary Rank need materials that can only be found in a level 10 Dungeon."
"Almost all dungeons are ranked between 1 and 9. In very rare instances, I can think of only two, now three, where a dungeon is rated at level zero. There is a corresponding low frequency for level 10 Dungeons. One in Seelie territory. One in Unseelie.
"This rating is the System's warning that the dungeon is unranked for a reason. It may be completely benign, nothing of substance or resources to bother with. Or it may be so powerful that it exceeds the standard Dungeon ranking."
"What was Haygan able to find out about this Dungeon? And how did he trap a Knocker d.u.c.h.ess inside?" I asked pointedly turning to the guide who was looking decidedly worried as I questioned him.
"The Dungeon opens into a fairy ring, a mushroom circle placed in a design of concentric circles with each ring changing the type of mushroom. The inner circle of mushrooms is lethal if ingested, but if ignored and safely navigated, a portal forms that allow pa.s.sage between here and there.
"The fairy circles are located near a concrete road that abuts a domed building. Cityscape can be viewed on the other side of the road and near the dome. We have learned that the domed building is partially a bluff, built to hide what really lies far underground and spread out over a vast network of tunnels and structures.
"The Dome does contain mechanical devices, monitoring for trespa.s.s mostly, the real secret behind this construct lies underground.
"The world is ripe with untapped ley-lines and magic nexus has formed where those leys-lines interest. But the people that populate this dungeon or world seem unaware and unable to harness that energy.
"They rely on engineering, chemistry, and science to power their inventions and weapons. As a species they not only survive, they thrive. They are imminently crafty, perhaps even the equal of Knockers, and they are fearless and destructive. They have weapons that can destroy all life. Bombs and viruses that can irradiate or infect all life.
"But they are also fearless. They have created the technology that allows them to leave the planet and land on the moon. All this with the use of machinery, no magic or teleportation portals devised.
"But they are impetuous.
"The reason this Dungeon has been ranked level zero is because of what happens in this engineered marvel beneath the ground. This construct that they have buried is a machine that would tear the very foundation of creation apart if allowed.
"It was once feared to be so powerful that it would create a rupture in time and s.p.a.ce, a gravitational anomaly that would swallow the world in its entirety. Yet they persevered, unapologetic, as they worked to advance their society's knowledge.
"And they succeeded beyond their wildest imaginations. They discovered the G.o.d Particle. The part of creation that gives ma.s.s, substance, and form, to other minute particles. It is the first step in creation, a lasting legacy of the will behind the multi-verse. One of the building-blocks G.o.ds used when they first infused their will and set matter into motion.
"These mortals play with the power of G.o.ds. Releasing energies, they can barely identify and certainly don't understand.
"The Knockers have determined that this Dungeon opened because of a confluence of G.o.d particles on their side of the portal as a release valve. Perhaps the first in history, and it has created a two-way pa.s.sage. Not only can we enter and exit, but so can they.
"It is the only instance where Dungeon creatures can escape their bonds," the guide explained, his fear obvious.
"Someone from that side must have used the portal. It would be the only way to confirm that possibility," Cedric suggested.
"Yes. A few of the Dungeons scientists have made the crossing to this side."
"Let's go," I said coming to a decision. "I want to contact Blayney. Perhaps he has found out what Haygan and his cohorts had been planning."
I refused to enter that Dungeon until I knew more about what was going on with Haygan and his compatriots. I wanted to know why they hadn't reported anything so potentially dangerous. What exactly was so important about CERN that they would risk retribution from Duke A'Daoine?
It seemed strangely suspicious that a guide would have so much knowledge, and I wanted confirmation.
We quickly retraced our steps as I hurried to exit the tunnels. Once we'd arrived at the cave entrance and bypa.s.sed the waterfall, I activated my communication crystal to contact Blayney myself. A few terse moments explaining what we'd discovered met with swift action. Haygan's most trusted advisers, those who would know what he had been thinking and doing were quickly gathered, as well as Lord Nelson, a representative of Duke A'Daoine.