Cover of A Parade of Horribles

A Parade of Horribles

by Matt Dinniman


Genre
Fantasy, Science Fiction, Horror, Humor and Comedy
Year
2026
Pages
705
Contents

Overview

A Parade of Horribles follows Carl and Princess Donut as they descend into one of the dungeon’s most vicious transitions yet: a floor built around lethal races, shifting alliances, and public spectacle. The pair arrive on a floor where survival depends on vehicles, split-second upgrades, and an ever-shrinking field of competitors, while trouble outside the dungeon keeps pressing inward. A legal attack from Princess Chandra threatens their money and autonomy, strange divine powers keep attaching themselves to Donut, and Carl is forced to think not just about winning races, but about how to keep friends, NPCs, and even enemies from being ground up by the system.

As the floor unfolds, the story widens beyond racing. Carl and Donut navigate uneasy alliances with crawlers like Prepotente, Imani, Elle, Florin, and Zhang; confront mysteries around Lucia Mar, Li Na, and the split mantaur Corcunda; and uncover the hidden Pineapple Cabaret, a possible refuge for people the dungeon would otherwise erase. The book blends grotesque comedy, escalating horror, and emotional fallout, constantly asking what survival costs when the dungeon turns relationships into weapons.

At its core, the novel is about resistance inside a machine built for entertainment and control. It explores found family, exploitation, grief, loyalty, and the difference between revenge and justice, all while pushing Carl and Donut toward a confrontation with forces far larger than any single floor.

Plot Summary ⚠️ Spoilers

The book opens with Princess Chandra exploiting Naga law after her husband Rishi’s death to claim Carl as her new husband, seize Carl and Princess Donut’s earnings, and maneuver herself into control of Donut’s affairs. She expects Donut to be helpless, but Donut publicly humiliates and terrifies her, making it clear that legal ownership on paper does not mean real power. That off-floor attack establishes a major theme: even outside the dungeon, Carl and Donut are trapped inside systems built to exploit them.

On the tenth floor, Carl and Donut learn they are on a seven-heat race floor where teams need vehicles, garage attendants, and careful upgrade choices just to survive. Carl immediately sees how much the crawl has shrunk: thousands of crawlers have accepted deals, while the wider dungeon is destabilizing because Justice Light’s last act broke the Nothing and released horrors onto other floors. Donut adapts quickly, taking a new Sekhmet-linked class that greatly boosts her combat and support abilities. They hire Hedy as their mechanic and draw an absurd Big Shot Chicken food truck as their vehicle.

Heat one teaches them the floor’s real cruelty. Coming in last means death, but so does eliminating too many rivals, because fewer surviving teams will force later crawler-versus-crawler pairings. When Carl and Donut find the crashed bugbear team later called Team Free Love, they stop to rescue them instead of racing past. That choice matters morally and strategically: the bugbears are awakened NPCs who understand they have lived recycled, artificial lives, and saving them means refusing the dungeon’s push toward selfishness. Carl and Donut finish safely, but they also learn that helping others on this floor may only delay the moment when they are forced to kill them.

Between heats, the safe room is no longer truly safe. Mordecai’s floor form becomes an unstable Moon Reaper that involuntarily gives terrifying prophecies. Donut’s new class rewards include powerful gear, pet equipment, and eventually a godslayer boon that transforms one paw into a radiant weapon. Carl gains practical bomb supplies and hotlist upgrades, but his life is further complicated by Chandra’s unwanted marriage, which results in a grotesque inheritance of Rishi’s junk. In Hungry Eyes Village, Carl and Donut meet rival teams, learn the dangerous womantaurs Genesis and Rapture are holding a half-mantaur who may be Dong Quixote’s lost friend Corcunda, and accidentally trigger a quest to reunite Corcunda’s split halves, Corky and Porky.

The social spaces of the floor widen the conflict. Carl and Donut reunite with allies like Imani, Elle, Florin, Louis, Chris, Britney, and Prepotente. They learn how uneven the race has become, how unstable Lucia Mar is, and how many teams are only barely holding together. Prepotente’s loneliness and Donut’s mentoring of him deepen their bond. At the same time, Carl begins getting secret pressure from Akuma, one of the war mages, who wants Carl to kill more teams and cooperate in opening the Pineapple Cabaret, a hidden refuge built by former crawlers Herot and Menerva for awakened NPCs and other trapped beings.

Heat two becomes a disaster of hail, forced driver rotation, and boss monsters. Li Na’s offscreen killings have already reshaped the field. Carl and Donut face kangaroo-like gatekeepers that heal by consuming victims from their pouches; by wearing a joey skin and bombing one from the inside, Carl gets his team through, but they finish last and suffer an audience-selected upgrade. The pressure only worsens as Dong’s attachment to Corky, the Lady Dominators’ hold over Corcunda, and the dangerous sentient sock curse all begin to spiral.

A surreal appearance on Plenty of Plenty broadens the stakes. Carl and Donut are subjected to a live caprid judgment ritual, but Carl uses the broadcast to reveal a truth the public has been shielded from: the rogue AI, escaped gods, and broken dungeon systems now threaten the tunnel network and worlds beyond Earth. The resulting panic among the Plenty shows that the crawl’s crisis is no longer containable. Offscreen, Chandra escalates further by sending killers after Quasar, Carl’s lawyer, making the external legal war personal.

Heat three centers on Sugar Hermits, Gluteus Maxx’s disastrous driving, and a downhill course that becomes a battlefield. Donut’s upgraded magic and Carl’s sabotage help them survive, and they place first, but the floor keeps mutating faster than they can control it. Heat four mixes jungle and water-park tracks, kills Carl’s mercenary team, and intensifies the Penelope subplot. One Fine Pig’s pig, Penelope, is protected by Taranis, making her both untouchable and strategically important. Carl eventually eliminates One Fine Pig with traps, rescues Penelope from their abandoned garage, and later turns her into a sapient companion as part of his wider plans.

At the same time, Carl’s allies pursue two desperate escape routes. One is the cleaner-bot route to the Pineapple Cabaret; Li Na, poisoned and increasingly dangerous, becomes the first major test case. With Zhang’s help, she is smuggled out, and a signal later suggests she reached the Cabaret safely. The other route involves the Desperado Club’s wheel, which later becomes vital for Louis and others. Carl also succeeds in entering the hidden Stage Performance Guild through a chaotic karaoke performance, which lets him reach Porky. Porky explains that Corky is being magically drained by Genesis and Rapture before every race, and agrees to help restore Corcunda if Carl can free the other half.

Heat five, set in a monstrous factory, brings all those threads together. Carl’s group rescues the unconscious Corky from the Lady Dominators’ wrecked GTO, then Grigori the fleshmancer, Porky, Dong, and Donut attempt a grotesque fusion while Carl drives across ceiling tracks over molten metal. The fusion succeeds, restoring Corcunda, but it immediately triggers Grull’s wrath because Corcunda has defied the god tied to his divided existence. With the team trapped and the exit clogged, Corcunda and Dong choose to sacrifice themselves together, using Donut’s magnet spell and Dong’s lance to strike Grull and clear the path. Carl and Donut survive the heat, but Dong’s death becomes one of the floor’s deepest emotional wounds.

The final two heats on floor ten take place inside giant apartment simulations built from alternate-life scenarios. The floor becomes both puzzle and psychological assault, with each apartment tied to distorted versions of crawlers’ lives. When the AI’s rushed redesign breaks, the shells release swarms of invulnerable sacred scarabs. Carl rescues Imani and Elle, clears the hidden rings needed to finish, and makes one of his coldest choices by detonating a bomb that kills Team Free Love in order to avoid last place. Later, he talks Prepotente out of abandoning the race for a fantasy version of his mother, strengthening their connection just before the floor’s endgame.

As the final heat approaches, Carl exposes fake Linus as an offworld assassin sent to poison Imani and Louis, then rallies the remaining crawlers with a speech about family instead of mutual destruction. He pushes more survivors toward the Pineapple Cabaret and Outreach deals, knowing floor ten has become mathematically impossible to survive without reducing the field. In the last heat, Scolopendra’s first global attack transforms Carl into a dachshund, but Carl still executes contingency plans. NPC rivals are slaughtered, Osvaldo is eliminated when Carl exploits the containment rules around his mount Bruna, and Donut destroys the Russians when they try to betray the group. Carl, Donut, and their allies then rob the Desperado Club, discover it has been infiltrated by shadow mimics, and force open the suspicious portal. Chris goes through first, Britney follows unexpectedly, and Louis later chooses the same route.

By the time floor ten ends, only a tiny number of crawlers remain. Quasar confirms that many survivors took exploitative deals. Louis, however, does not reach safety: he wakes in Sheol on the fifteenth floor, where Britney, Pontiff, and the demon Forkith reveal he was redirected because another front in the larger war needs fighters.

Floor eleven, A Parade of Horribles, begins with only twenty-three crawlers left. Carl and Donut are grouped with Prepotente and Jurgen into a float-building team themed Vengeance. During the parade, the AI hijacks Grigori and uses him to explain the ancient history of the Primals, the Eulogist, the Apothecary, and the corrupt inheritance that produced both the crawl and the macro AIs. Carl turns the spectacle against its creators, heals the mutilated Chaco, and declares vengeance on everyone complicit in Earth’s torment while sluggalos attack the bound stand-ins in the judging seats.

That public rebellion leads directly into the arena. Carl chooses Scolopendra as one of his stand-ins, pulling the dungeon boss into the fight alongside Krakaren Prime. He phases inside Scolopendra with Penelope, reaches Club Scolopendra, and uses Penelope’s protection from Khepri to bait both Emberus and Taranis into the same conflict. Donut pins Emberus with special bolts; Taranis sees that Emberus attacked Penelope and kills his brother. The resulting blast devastates the arena but does not end the crisis. Eris enters, scrambles inventories, and forces Carl to improvise; with Donut’s help, he combines the right items and destroys Scolopendra anyway. But Donut has used the wrong biscuit. Instead of becoming a contained pet, Scolopendra reforms as Sexy Scolopendra, a level 1 crawler who immediately attaches herself to Carl.

The book closes on unstable victory. The eleventh floor is technically cleared, but only nineteen crawlers remain. Scolopendra’s continued existence still matters, Emberus’s memorial crystal and a Kyryap tracking tag complicate Carl’s position, Lucia Mar vanishes with the unconscious Florin and a mysterious child, and galactic broadcasts make clear that the AI has escalated the Ascendency into a genuine struggle for godhood and control of the tunnels themselves. Carl, Donut, and the survivors have won the floor, but the crawl has become something far larger and far more dangerous than a game.

Characters

  • Carl
    The central crawler whose tactical thinking, stubborn empathy, and willingness to escalate drive nearly every major turn of the story. On the tenth and eleventh floors, he juggles races, rescue plans, divine traps, legal attacks, and the Pineapple Cabaret scheme while repeatedly deciding how much of himself he is willing to lose to keep others alive.
  • Princess Donut
    Carl’s partner, co-star, and emotional counterweight, whose growing power reshapes both the races and the late-book divine confrontations. Her new classes, gear, public persona, and fierce loyalty make her essential to survival, while her refusal to stop caring keeps the story from collapsing into pure cruelty.
  • Mordecai
    Carl and Donut’s longtime guide, whose unstable forms on these floors make him less physically useful but no less important. He advises on classes, items, prophecies, escape logistics, and the cleaner-bot route to the Pineapple Cabaret.
  • Hedy
    The gremlin mechanic assigned to Carl and Donut’s garage on the race floor. Her upgrade advice, practical rule explanations, and constant repairs are a major reason the team survives as long as it does.
  • Rosetta
    A key adviser who helps Carl interpret bigger systems, from gods and memorial crystals to the Pineapple Cabaret and the Scavenger mythology. She repeatedly anchors the group’s planning when the floor’s chaos outruns ordinary strategy.
  • Prepotente
    A powerful allied crawler whose insight often changes the race math, from warning against unnecessary eliminations to helping in major rescue plans. His loneliness, moral uncertainty, and growing bond with Carl and Donut make him more than a comic rival.
  • Jurgen
    Prepotente’s close partner and a steady presence beside him through the later heats. He helps in races, stays when others flee, and ties several emotional threads together through his concern for Lucia Mar and the children trapped in her.
  • Imani
    One of the most important surviving crawler leaders, constantly organizing resources, triage, escapes, and cooperation across teams. She is both a battlefield ally and a moral counterweight to Carl when his plans become too ruthless.
  • Elle
    A sharp, forceful ally whose bluntness often turns into decisive action, especially in confrontations like the Akuma interrogation and the Linus exposure. Her partnership with Imani and loyalty to the remaining crawlers make her central to the late-floor coalition.
  • Florin
    An ally racer whose updates, tactical support, and relationship with Lucia Mar make him vital to the middle and late parts of the floor. He repeatedly helps Carl coordinate across heats even while managing Lucia’s instability.
  • Lucia Mar
    A deeply unstable crawler whose shifting identities include the frightened child Azra and a more ominous prophetic presence. Her condition ties together the threats from Chalchiuhtlicue, trapped children, and the larger mysteries surrounding the Scavenger’s Daughter.
  • Samantha
    A chaotic ally whose jokes and impulses often hide real importance. She intersects with major divine and mythic threads, pushes Carl’s plans in unexpected directions, and eventually moves into the center of the larger struggle around gods, bodies, and creation.
  • Princess Chandra
    The off-floor legal antagonist who weaponizes Naga custom to claim Carl and control Donut’s money and branding. Her greed and later attack on Quasar’s family show that Carl and Donut are being hunted outside the dungeon as well as inside it.
  • Quasar
    Carl’s lawyer and one of his few effective defenders against off-floor manipulation. His conflict with Chandra becomes personal when her hired enforcers attack his family, and he later warns Carl not to trust the floor-eleven deals being offered.
  • Akuma
    A war mage who manipulates Carl, then becomes the source of crucial information about the Pineapple Cabaret and the dungeon’s deeper instability. He is both useful and untrustworthy, embodying the book’s pattern of alliances built under duress.
  • Li Na
    A dangerous, poisoned crawler whose grief and escalating violence threaten everyone around her. Carl’s attempt to remove her from the board through the Pineapple Cabaret becomes one of the story’s biggest tests of whether escape is still possible.
  • Zhang
    Li Na’s ally, crushed by guilt and nearly driven to a suicide plan to stop her. His desperation gives urgency to Carl’s escape efforts and shows how badly the floor’s attrition is breaking even the most loyal survivors.
  • Dong Quixote
    A recurring ally whose love for Corky turns the Corcunda quest into an emotional centerpiece. His decline under the Separation Anxiety curse and his final sacrifice beside the restored Corcunda become one of the book’s defining losses.
  • Corcunda
    The split mantaur whose halves, Corky and Porky, must be reunited to break the Lady Dominators’ hold over him. His restoration matters both as a quest and as a symbol of identity reclaimed, only for that victory to trigger Grull’s vengeance.
  • Grigori the Placid
    The fleshmancer hired to perform the dangerous reunification of Corky and Porky and later drawn into Samantha’s body problem. His medical skill becomes indispensable in the middle of the book and during the parade setup.
  • Osvaldo
    A stubborn rival crawler whose refusal to trust Carl complicates multiple rescue and endgame plans. His unresolved memorial-crystal quest, outsider perspective, and doomed final gamble make him one of the book’s most important opposing survivors.
  • Penelope
    The pig from Team One Fine Pig, protected by Taranis and gradually transformed from strategic complication into a sapient companion. Carl’s decision to use her as bait in Plan C is one of the book’s starkest moral compromises.
  • Louis Santiago 2
    A core ally whose survival matters emotionally and strategically to the whole group. His eventual departure through the casino portal is meant to save him, but instead redirects him into a new front of the wider war.
  • Britney Proskurina
    Louis’s partner and a crawler whose condition grows increasingly unnatural as the book progresses. Her telepathic warning to Carl, sudden movements through the portal network, and possession of Ysalte’s memorial crystal make her increasingly mysterious and dangerous.
  • Pontiff
    A Taurin mercenary who begins as an uneasy battlefield presence but becomes useful in races, portal scouting, and the broader escape effort. His attempts to make amends help tie the dungeon’s cruelty to the possibility of chosen loyalty.
  • Dr. Metcalf
    The truck’s intrusive, sarcastic guidance system, later upgraded into a more invasive holographic presence. Though often comic and unsettling, it becomes central to navigation, timing, and survival on the race floors.
  • Eris
    The chaos goddess who repeatedly interferes in Carl’s path, marking him with a five-sided prophecy and later scrambling the arena with another divine effect. She treats Carl as a useful instrument of upheaval while hinting that his role is larger than he understands.
  • Emberus
    The fire god whose quest to avenge his son traps Carl in a no-win obligation for much of the book. Carl eventually turns that obligation into a trap, forcing Emberus into the arena conflict with Taranis.
  • Taranis
    The thunder god tied to Penelope’s divine protection and one of the central powers in Carl’s arena gambit. His possessive fixation on Penelope is what allows Carl to provoke a lethal confrontation between gods.
  • Scolopendra
    The dungeon boss whose attacks begin escalating across the crawl and whose presence transforms floor eleven from spectacle into apocalypse. Carl’s choice to pull Scolopendra into the arena creates the book’s climactic gamble, and Donut’s mistake leaves the boss alive in a radically altered form.

Themes

Matt Dinniman’s A Parade of Horribles turns its death-race premise into a meditation on what survives when every system—political, technological, divine, and moral—has begun to rot. The book’s central theme is resistance against dehumanizing systems. Again and again, Carl and Donut are forced to perform for powers that treat lives as content: Chandra tries to weaponize the law for profit, the tenth floor converts survival into spectacle, and the eleventh floor literalizes this by turning trauma into parade themes and arena entertainment. Yet Carl’s choices increasingly aim not merely at survival, but at breaking the machinery itself—through the Pineapple Cabaret escape plan, the cleaner-bot smuggling of Li Na, and finally his attempt to turn gods and bosses against one another.

A second major theme is the unstable boundary between person and property. The book is full of beings treated as assets: Donut’s earnings are targeted through conservatorship filings; NPCs like Team Free Love awaken to realize they have been recycled across scenarios; Penelope the pig becomes both divine object and vulnerable person once Carl gives her crawler status; even Scolopendra is accidentally transformed into “Sexy Scolopendra,” collapsing the distinction between monster and participant. This theme culminates in the repeated insistence that mobs, shells, and “horribles” are not disposable background pieces but remnants of real consciousness.

The novel also dwells on friendship as an ethical counterforce. Carl’s world is designed to force betrayal, but the story’s emotional center lies in acts of care: helping the bugbears finish a heat, Donut guiding Prepotente through moral questions, the group rallying around Zhang and Li Na, and Carl’s late recognition that he has mishandled Dong. Dong and Corcunda’s end gives this theme its tragic peak: love cannot stop the machine, but it remains the clearest rebuke to it.

  • Performance and identity: karaoke tests, media appearances, parade floats, and forced branding all show how survival depends on performance—yet performance also becomes rebellion when Carl and Donut seize the microphone.
  • Chaos versus control: glitching AIs, escaped gods, broken floors, and Eris’s interventions suggest that the universe’s rulers are losing control of the systems they built.
  • Moral compromise: Carl increasingly wins through sabotage, manipulation, and sacrifice, and the book never lets those victories feel clean.

Ultimately, the novel argues that when institutions become monstrous, morality shifts from obeying rules to choosing who you refuse to abandon. Even amid grotesque comedy and escalating apocalypse, that idea gives the book its emotional weight.

© 2026 StoriLuna