Rushwater Canyon [54]
With the theme of my new region decided--water--I can begin construction. I've learned much from my time in this new body, and now I am confident I can do a better job of constructing an efficient dungeon. Not too deadly, and not too peaceful. Just the right amount of peril and beauty to wring the mana out of those who enter.
Before I start creating the first part of the new wing of the dungeon I need a separate antechamber. I can't use the same one beneath the forest outside of Daywark, that would defeat the purpose of making a new door beneath this fishing village.
This antechamber starts small. I carve it into the shape of a wavy line, a pristine corridor that winds back and forth in the same fashion as the river outside. The stone walls get carved with wavy patterns meant to mimic water flowing downstream. Detailed stone fish are embedded into the wall as further decoration.
The doors that will connect to each portion of this dungeon are set into the walls. They're set out in an intuitive linear fashion, with each door meant to lead into a more difficult area. For now none of them have any particular carvings. I'll change that in due time.
Further decoration feels like a necessity here. My first attempt at creating a dungeon was a messy affair, but this time I have a chance to make a good impression. I act on this desire for beauty with lighting. Instead of sticking some plain lantern stones into the ceiling or wall, I create new lantern stones that put out a blue tinted light. This light moves as if being refracted through water, casting organic patterns on the walls and floor of the antechamber. It reminds me a bit of visiting an aquarium.
With the antechamber in a usable state, it is time to make the first level of the new dungeon.
Instead of the circular domed shape I've carved nearly all my previous areas into, I start with a long rectangular space. I chip away at the walls of the narrow chamber like a mason with a chisel. Soon I have the space resembling a natural canyon carved out by the flow of water rushing through it. The walls look worn away by erosion, while the shape is organic and wobbles in and out at arbitrary intervals.
At one end of the artificial canyon I create a natural split high in the wall. This will be where water spills down into the space, forming a river. At the opposite end of the canyon I create a drop off and large gap. My intention is to create the illusion of a cliff edge, where the river pours out into a chasm below.
With the basic shape of the terrain in place, I can bring the water in. Water rock embedded into the carved out space at the start of the river gets things flowing. Water gushes out of the stone and sprays down in a beautiful shower. A sense of satisfaction fills me as I admire the large waterfall feeding the canyon river. The trough I carved fills with clear water, flowing down the long winding path I set for it.
As the water begins flowing I move to quickly prepare the opposite side of the river. Here I add in a coat of sky rock to both the wall, pit floor, and ceiling above. The effect is breathtaking. Now it appears as if this canyon is but a crack in some magnificent impossibly wide stone cliff face. The river pours over the edge and into a vast ocean far below. Clouds obscure the ocean, making it appear as if the canyon is incredibly high up. Above, a sun shines down to bathe the space in light. Wind blows in, its strength terrifying at the mouth of the canyon, yet a soft breeze inside.
I shake off my awestruck fugue and get back to work. It is just an illusion, one I created.
The river itself isn't going to be completely impassable for a person. The water is flowing decently fast, and if I left it as is anyone entering the canyon would simply be swept away to their doom. That isn't how the first area of my dungeon should be.
Instead of an uninterrupted flow I need to curb the speed. Providing walkable dry land to traverse is also necessary. To accomplish both these goals I create islands. Sections of the canyon bed are raised above the water level in a somewhat natural yet purposeful pattern. Some are pressed to the sides of the canyon walls, others are in the dead center of the rushing waters. Gravel, clay, and mud form these raised islands.
While natural looking and practical, these islands are far too bare. What I now need are plants. The first of which will be reeds. Taking a few cursory looks at some reeds growing along the river on the surface helps me create my own. These reeds need less sunlight and nutrients in general, instead subsisting partly off mana in the air. I also add bushels of cat tails to the islands for variety. Now all that is missing are animals.
The first animals I create are the small kind--bugs, particularly tiny water gliders and dragon flies. These will help fill the gaps mana cannot in this micro ecosystem.
To follow up on these small creatures I add fish. While not mundane, these fish are not meant to be a serious threat to those who enter. This environment is already dangerous enough on its own. I model these fish after pike, and give them the temperament of a more relaxed great hawk. While they won't particularly enjoy being approached they will not bite things they don't think are food or a threat. They're big enough to take a person's hand off if they tried, but I do need some insurance in case invaders set foot in this area. I'll call them great pike.
While this is a water level I don't just want to add waterborne threats. In addition to the pike I create some jumbo sized dragon flies. These extra large specimens are about as big as a small dog. They're meant to be more frightening than deadly, and I expect people to stumble into the water when surprised by them. As for their temperament? They will be more curious than aggressive. Their only real means of attack is bumping into people, so they shouldn't be a huge threat to anyone who watches their footing. I'm naming them drakeflies, a play on their tinier counterparts names.
Now the canyon is buzzing with life! Literally, the beating of the drakeflies' wings produces quite the noise. The waterfalls and echo of the narrow walls make the canyon quite the noisy place. I'm satisfied with the canyon's visuals and sounds, but it needs more love in terms of practicality. Adventurers won't be able to traverse between the various islands as things are.
To remedy the issue I gather more mana and begin creating bridges. I use the docks built in the fishing village above as a partial reference, designing simply bridges that connect each island. The wood is not normal, in the sense it is a special kind of wood that doesn't suffer damage from being waterlogged. The river's flow also poses no issue for the beams that support each dock, thanks to the wood's unique properties. I'm not sure what to call this wood yet, but I'm sure I'll have a name for it once I create the tree that produces it.
Now I could make all the bridges as simple as they appear--paths to cross--but where is the fun in that? Instead of making things straightforward I decide to fiddle with the bridges around halfway through the canyon. When someone steps atop certain boards on these dangerous bridges, there is a chance it will fall out from under them. This will take adventurers by surprise a few times. It should serve to help keep them on their toes.
I do need to automate the process a bit, though. Currently the boards will float downstream and fall into the chasm, never being replaced. I start by making an obelisk--this one I place behind the waterfall at the start, partially submerged in the river. It is completely hidden from view. Upon this obelisk I etch runes that would have little meaning to others, but to me and my mana they make sense. With the final rune taking shape the bridges past the halfway point in the river will become unstable, and when no one is present the boards will be reset.
Though there is a chance someone could realize the boards will only reset when no one is around to see it. I don't want them exploiting the dungeon, so I add more runes to the obelisk.
This time the runes do something much more lethal. Instead of a blood red eclipse like I used in the forest region for resetting things, I will use a flood. When the canyon has been occupied for an exorbitantly long time the runes will activate and begin the flood. Water will gush out from the waterfall at the start of the canyon in such a volume it will fill the whole of the space. This water will not only be abundant, but also fast moving to an insane degree, pushing all that remain in the area out into the false chasm.
If anyone happens to be around for that, they will be turned into mana upon coming into contact with the bottom of the pit. I hope it doesn't come to that.
Of course if I left things as is then all of my animals and plants would be torn apart by this event. A few changes to the runes ensures the plants and existing structures of the area will be untouched by the water's flow, but the animals cannot be exempt so simply.
It would be a waste of mana to make all the drakeflies be able to breathe water for a time and not be pushed by the force of the flood. Instead, I carve burrows into the sides of the canyon. These small spaces can be used as shelters by the drakeflies. Keeping the flood out is as simple as changing a single rune to ensure a specific area is where the water stays.
As for the great pike, I create small burrow-like spaces at the bottom edges of the river. They will be able to swim into safe unmoving basins to wait out the flood. Both the drakeflies and great pike are given the instinctual drive to escape and wait out the danger, so there shouldn't be any problems there.
Finally, the canyon is set up properly. All it is missing is the reward for exploring it.
At the end of the river is a sizable island. At the center of this final island I create a chest, half sunken into the muddy soil. The wood is made from the same water resistant timber as the bridges. The metal bindings I make of a new material, a blue tinted metal that feels wet to the touch and is immune to the damaging effects of water exposure.
Inside this treasure chest I create a pile of coins, but not my brand of coin. No, after hearing adventurers complain time and time again I've learned that my dungeon coins are impractical for them. So I'm going to fill the chest with copper coinage matching the coins I've seen in plenty of adventurer's pockets.
For the reward of the first level I can't simply leave it at a horde of coins. While enticing, it feels too mundane. Considering this is a water level I have the perfect idea for a reward: a water breathing potion. I've already made healing potions, so why not?
The process is much easier this time around. Mana and intent fuse into one and I'm able to quickly create a baby blue potion that bubbles constantly. As for testing it, I'll need to consult Silva for help. He's better at healing with mana than I am, so he should be able to help me in case something goes wrong.
Speaking of Silva, where is he right now?
