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The Creator, Atlantis, The Kalenic Sea

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I decided, eventually, that an island for the currently-homeless life manabeings would be best. On the Eleventh, I pulled up the ocean floor by manipulating the space-expansion enchantment. Doing so was simplicity itself by now, and I carefully molded it into a very recognizable, curvy shape.

What? Don't judge me! The concept of an island shaped like a woman lying on her side wasn't copyrighted! I'm in the clear here!

Moments after saturating it with life mana and introducing the manabeings to their new home, the Island of Fons Vitae was full to bursting with flora. I was quick to populate it with animals, paying particular attention to the bevy of giant bugs I'd imported from the Third. They'd gotten sidelined up there, not really fulfilling their role. But down here, they could be one of the two main focuses instead of a minor feature. To emphasize this, I doubled or tripled them all in size. Seeing fairy-sized life sprites riding giant beetles and spiders in races was something I didn't expect but welcomed.

At the island's 'chest,' there was an overgrown and half-hidden doorway leading into a series of chambers organized to resemble a temple. One that had seemingly gone unmaintained but was obviously intended to be verdant and full of life regardless. I placed a keystone at the altar of this Temple of Life, Deep past several trapped chambers, hallways, and other defenses. This was the beginning of my new concept for the floor: An enchanted green stone carved with the symbol of Yggdrasil. The 'key' part of the enchantment was tiny and hollow since it didn't have a door to open. The rest was a 'lure' enchantment.

It would be a beacon for nearby children or monsters, calling them to attack and retrieve the keystone. Since it was powered by life mana exclusively, rather than a general mix of everything, it made whoever held it feel invigorated and plant life in their vicinity greener and healthier.

I intended to add a keystone to every elemental isle, and the door to the floor's boss arena would need every stone to unlock. If they were taken from the dungeon, they had the same enchantment as the Fungal key, which would cause them to dissolve and the enchantments to fail when taken too far away or otherwise messed with.

Now it was time for the Darkness manabeings. I had some ideas on how this would work, but there was only one possibility for a darkness-themed island.

Thus, Dragonskull Island was born. A lonely rock shaped vaguely like a dragon skull that was thrust up from the ocean, surrounded by a field of sharp, protruding rocks. If said rocks happened to form the shape of skeletal wings and a spine, that wasn't my fault. My recent experience with storms on the surface and on previous floors led me to make an enchantment that created a localized storm. It was mild, producing a persistent diagonal rain, but focused more on cutting out as much light as possible.

The stone skull was mostly hollow and had several interior caves that led to deeper caverns. I laid the same enchantment as the one on the Fifth, which causes absolute darkness, swallowing the light from any source in only a few feet. Here, Shadow and Darkness reigned supreme. The perfect environment for the Darkness Court. It was easy to bring them down, leaving behind a recently transformed spirit for a boss, and they settled in quickly.

After settling into their new home, the Shadow Spirit transformed into a Fairy.

The newly transformed manabeing practically became the darkness. A moving void in the world from which no light could escape. It looked like that one star-filled alien from Ben 10 but without the starscape in its skin. In the depths of their new home, it was invisible. Outside of Dragonskull Island, they could turn invisible with a thought, and a sudden idea later had them teleporting through shadows, from the Eleventh to the Fifth, the surface, and back in seconds.

Unfortunately, they couldn't bring anything with them. It was a very personal teleport, unlike the portal travel of the water sprites. I left them alone to organize their court. At the same time, an enterprising ship of crabfolk began navigating the rocks and constructing a hidden dock for themselves. It was captained by the crab-folk that stole an admiral's tricorn, and I was happy to let them do what they wanted. It wouldn't be a Skull Island without some kind of pirate presence.

Continuing with my new keystone idea, I added a black obsidian skull painted with purple markings, imitating those Mexican festival face paints. This would be the island's 'treasure.' I gave it the same place-holder-key and anti-theft/identification enchantments, then added the fun parts. It made the holder invisible, but only to visible light. Those with manasight, like myself, could still see them. And, of course, so could the manabeings. If they could somehow escape the vantablack caverns, they'd have a potent artifact.

If they could make it out.

With Dragonskull Island on one end of the Elemental Iles, my next choice was obvious. I needed to balance the darkness with a light on the opposite end.

Lumière Île was made in two parts. The first was a wide, flat circle of sparkling silica sand. From the center of the sand, a forest of crystal trees radiated, dominated by the largest in the center. Of course, they weren't actual trees. I crafted each tree individually from the almost-pure silica that I could filter from the sand on the continental shelf on the surface. The crystal trees acted like prisms, and in the midday sun, the entire island glittered with a rainbow of colors.

I released a dozen golems here, half Potentium and the other half made of the same quartz as the trees. Their manacores were extremely obvious, being shining cores of light. The veins of mana that let them control the golem were visible, spreading from the core like roots. I also released six fairy-sized golems just to see what happened. The Potentium golems looked like shining gold figures, almost bright white silhouettes. The light mana they radiated added to the normal light bouncing around the trees. It should do just as well to blind and disorient guilders with manavision as ordinary people would be blinded.

With the island being so bright in the daylight, almost as bright under moonlight, and with no life on the barren island, I decided not to bring in any animals. Though maybe I'd come back to it later with more ideas.

This island's keystone was a sun-shaped quartz amulet, enchanted to brighten any room the user entered to a visible level. However, it would be less effective under my Shadow enchantments. Still, this artifact would be vital to navigating the caverns under Dragonskull Island. Of course, its downside was that it would infuriate any shadow manabeings, and they would attack unrelentingly to destroy the light.

I only had one mana type left for the third and final island I worked on. Lightning. I had yet to bring any lightning manabeings in, so this was my first chance to look at them.

The sprites were like tiny balls of lightning, constantly arcing with sparks just by existing. When given a Potentium Golem, their abilities were enhanced almost as much as metal manabeings were! It made sense, of course. Potentium is an alloy of Orichalcum, Moonsilver, and Mithril, enhanced versions of copper, silver, and iron. All of which were conductive metals to various degrees.

The golems ended up only vaguely humanoid. Their two legs combined into a single grounding 'leg,' while the torso and arms beefed up. The golems glowed white-hot and had eyes that glowed blue, just like the constant 'lightning cloak' they gave off. Their arms could extrude whips, giving them a powerful melee attack to compliment their long-range lightning bolts.

I was stuck on what kind of island would work best for them and eventually settled on a very spiky, cliff-filled design.

This island would be close to Dragonskull Island to exploit its localized storm. It was comprised of a cascade of sharp, jagged ridgelines, high in the middle and slowly lowering as they radiated out. Between the ridges were deep valleys through which I embedded Iron ore. It was rather expensive, iron-wise, but the Drake-kin were mining a fair amount, and I didn't expect them to run out. The weirdly generic 'iron ore' acted similarly to magnetite in being very conductive. The manabeings could live there, between ridges. The ridges ran in a spiral pattern, with a path at the valleys below, which ran from the edge to the island's center. It rose and fell, had treacherous cliff-side paths, and there were only occasional caves.

As I finished the island, I was jolted from my creation spree by a familiar feeling. Guilders were entering my dungeon? For the first time since before the invasion!?

This, I had to see.

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The First Floor, The Dungeon, Atlantis

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Jerrard Losat walked up to the carved black columns, lit by teal fire and a huge on-the-edge-of-an-explosion-at-all-times fake sun. Jerrard wondered if the dungeon, 'The Creator,' could destabilize one. Well, if it hadn't, he wouldn't be the one to mention it.

As they approached the door to the winding triangular tunnels, the side door opened. Weapons shifted, just in case, but it was only the lizardlady. A Kobold, the same one they'd been speaking to for months. She didn't look any different from before. Healthier, in fact. The Creator hadn't punished her after all.

"Ah, Miss Losat and company, welcome, " the Kobold began, bowing slightly. "The Creator has something he wishes to pass on before you delve into the dungeon."

"Your creator promised we would still be able to delve," Isid began to complain but stopped when the Kobold raised a hand.

"Peace! Of course, you can still delve, but He just wanted to ensure you knew this new rule. Breaking it will invoke what He calls 'Hard Mode.' Many of the dungeon's residents are sapient, thinking beings; these are considered Children. The rest are normal monsters. For the most part, the visible differences are armor, weapons, and tool use." The Kobold took a breath before continuing.

"Monsters are free game. Feel free to kill any you come across, as they will be doing their best to kill you. Children are more of a mixed bag. Villages accessible to guilders do exist, and if you come across one, we ask that you not kill any Child within. They are non-combatants. Suppose you encounter a Child or group of Children while delving, such as the Drake-kin miners on the Seventh or the Trial Guardians of the Third. In that case, they are part of the challenge and can be killed."

"Villages are off-limits. Anything else?" Isid asked succinctly. The Kobold nodded and opened the outer layer of her robe. In a series of inner pockets, Jerrad could see the glittering shapes of Teleport Crystals.

"These crystals are one-use only, and will cost you a gold piece each," the Kobold stated, to general outcry.

"That's highway robbery!" the lightning mage insisted, her electric hair sparking at her irritation.

"It's your life," the Kobold responded evenly. "These crystals grant you an immense advantage, one we know you would abuse if given access to them cheaply. After all, you have done it before, and we are unwilling to see a return to that state of affairs. While you are favored by The Creator, His favor is not unlimited. He finds your delves entertaining. Surely you have noticed trials and puzzles appear in your path? He sees you complete floors and makes changes based on them. It is only fair to warn you, but you'll find the Fifth much changed. He felt the castle was... underutilized once the exit was found."

Jerrad frowned. That wasn't good. The fifth was already draining, having to slaughter their way through the living fungus monsters to find a key. If the castle itself had been changed...

"Thank you for the forewarning," Isid said, bowing her head at the Child. "We'll take one crystal for every member of the raid." His wife pulled a clinking pouch from her bag and poured nine coins into her palm. The trade proceeded quickly, and they soon moved on. He saw Haythem and Paetor's parties look at their crystals wistfully for a moment. Both parties had lost a member to the invasion, and their absences were hard-felt.

Jerrad found himself expecting Flasa in Haythem's shadow and was saddened each time she wasn't there.

The first five floors were... not easy, but familiar. The 'Trial Guardians,' as the Kobold had called them, were leagues better combatants than they'd been months ago, and it showed. It wasn't enough to match a platinum, but they were getting there. The 'squires' and 'apprentices' watching the battles would apparently replace them soon, and Jerrad found himself nodding. That made sense. Send the more experienced monsters deeper, replacing them with weaker ones that will slowly gain experience.

They'd eventually train replacements, and the cycle would continue.

Only after they managed to retrieve the fungal key from an ever-more varied and deadly force of fungal monsters and reached the castle did Jerrad feel the true measure of the gatekeeper's warnings.

They could no longer freely pass through the castle. There was but one path. It was full of Monsters, Children, and Spirits around every corner. Eventually, they found themselves in another hall with a large lever against a metal gate. Shrugging, Haythem pulled it. With a judder, the gate rose. Passing through... they were back at the start.

He turned around, but unlike what he expected, the gate didn't fall, trapping them back at the start. With a heat-haze-like shimmer, a wall section changed, revealing a lever. An illusion?

A pull on this lever lowered the gate. Pulling it again, the gate rose.

"A Shortcut?" Isid wondered, and Jerrad nodded to his wife.

"Looks like it," he agreed, rubbing his chin. "It's very... unlike the dungeon. Normally, it likes to make things harder, not easier."

"We must be missing something..." Harald wondered, writing furiously in his notebooks. He'd been marking their path through the castle, noting changes as they'd gone. "The castle has retained the same shape as before, but the internals have been rearranged. What did that Kobold say? The castle was underutilized? We can expect the same thing: long, circuitous sections leading back to this main hall, opening up the next section. What does the next section look like?"

They continued up a set of stairs that led to a balcony... and nothing else. The roof was right there, though. Tiled... likely slippery. And, of course, the darkness enchantment was active.

Jerrad groaned. "I can tell this is going to be a slog."

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Comments

Undead Writer

Thanks for the chapter! Should you make every island have a key and that key also be a relic? That would be really cool! You can gather all the relics and use them to go to the next floor, or you can take them out and use them as you see fit. Like after a month or so the relics would respond or something. That would be really cool! Lightning relic that kept you safe from all lightning, light relic that allowed you to be see light even in absolute darkness, life relic that allowed you to be healed of any wound? The relics could be the keys to get the others on the other islands! Forcing them to get the correct one at the start to help them get the others! Now THAT would be a slog. Maybe ports of delvers living on the floor could help resupply those who want to continue delving.

Rain

TFC!