WARNING: You … Mana … point! [01/07]
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A sound is the first thing you notice; a light refreshing babble of running water. It may not be the only water in the World Dungeon, but it is the kindest. The second is the calming effect of the Safe Zones Aura. Like a master masseuse it works away all the stress and tension you built. And build it you have, for you do not get this far in the dungeon without effort.
The next thing you experience once you reach the primary chamber is the healing effect of the Sanctuaries Aura; while not as strong as a directly cast spell or Potion it can help stave off death and speed up recovery.
A Safe Zone is the only place you can let your guard down in a Dungeon, but especially so here: except for the Bosses, monsters in the Regional Dungeons cannot grow a Monster Core, but here some creatures can begin to form a core as early as Second Level, making even a weak monster far stronger in comparison.
While a personal barrier may keep the monsters at bay, it doesn't prevent them from attempting to use magic to attack you, which can weaken the barrier, and the last thing you want to do is try to use a dead end as a camping spot, least it become a true dead end for you.
As is, this is the first Safe Zone we have encountered here. We've been traveling for three months past the Regional Dungeon entrance and have built up quite a collection; Gold, gemstones, Mana Crystals, and monster parts- all valuable materials to mankind.
We got lucky along the way as well, harvesting a Mimics Gut for another Bag of Holding. These are quite handy if you catch them after they've grown- assuming you can beat them of course; the longer one lives the more space its Gut can hold. In this case, our discovery can hold 200 pounds of material, but only bears 15 pounds of carry weight. The monsters can be tricky to an untrained adventurer, but anyone with an ounce of skill can verify if an object is a Mimic or not. The simplest way is: if it looks too good to be true- it probably is a Mimic.
That being said, encounters with them are rare, and you're more likely to find a Juvenile Mimic than a grown one. Juveniles are a waste; their Gut is too small to be useful and they would only make good bait if you could shut them up till needed. Some foolish scholars have tried to argue Mimics are intelligent creatures, claiming they can speak languages, but even the kindest Beast Tamer would tell you it's just nonsense- both those thoughts and the noise Mimics make.
Even as a storage container I may be giving them too much credit; while useful, a good Monster Core can be far more valuable and it's something the Mimic species cannot obtain.
Monster Cores are exactly what they sound like: similar to a Mana Crystal, Cores are the power sources of Mana that allow monsters to perform magical attacks. By extracting a Core it can be used as a weapon or armor enhancement, or by a caster to more easily guide Mana to cast associated spells.
There are many types of cores, but the most valuable ones are called Pure Cores. Whereas most cores are focused to a type of mana like the four elements (earth, wind, fire, and water), Pure Cores are unfocused and can be used directly by a spellcaster to enhance any type of Magic. These are the types of cores that people kill for, so you had better trust your companions with your life if you ever find one!
Though if your group can survive an encounter with such a beast that's likely not an issue, for those who reach such depts in a Dungeon cannot do so without trusting those who watch their back.
"Not that we've been so lucky." I say out loud, wiping clean the end of my fountain pen and corking the inkwell.
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"What was that?" Gillian says nearby as he fills his canteen.
"Nothing important." I begin to say but am rudely interrupted as a man throws his arm over my neck.
"Is our Monk writing his Masterwork of Dungeon Delving again?"
"William" I begin, raising my nose high in the air "it is a Monks duty to record everything that transpires in his time within the Dungeon."
"Riiight," the fighter responds, sliping his arm off my shoulder "and it has nothing to do with all the tales of bravado you whisper to the ladies in town?"
"'Whisper? More like boasting at the top of his lungs!" Gillian interjects, his deep Dwarven voice carrying far before laughing at my plight.
"Indeed: I do wonder if you're more a Bard than a Cleric." Victor chimes in from nearby, his voice carrying a snooty Elvin tone which is only betrayed by his relaxed eyes and knowing grin.
"What can I say Victor; you like your cats, I like mine." A chorus of laughter comes at the Tamers expense; after he slept with a feline Beastfolk we've poked fun at him for "taming" her ever since.
As everyone continues to wind down I decide it's time for a moment of prayer and make my way into the Sanctuary.
Opening the doors with ease I enter the chamber, habitually heading to the right side of the room. Resting on my knees I bow my head before a large stone bottle with a hollow center where a pair of hands sit in a cupped pose. Clasping my hands together with eyes closed I offer up a prayer to Corinth : Goddess of health and medicine.
Prayers performed within the World Dungeon Sanctuaries tend to be more spiritual than usual; this Labyrinth is the only place the Gods will not interact within and everyone hopes their prayer will earn them a little more protection when they leave the Safe Zone.
My own prayer done I move to exit the Sanctuary, the doors opening a cue to Victor his wait is over and he moves to enter himself. I cannot help but eyeball the small bag he carries; like most Beast Tamers he's a Follower of Pan– God of Beasts and Monsters. Pans Idol is the only one that varies in design and no one is sure what decided or influenced each Sanctuaries statue. One of his followers' requirements is to offer a part of their kill the first time they beat a new creature. Today that means the Elf is offering up a tooth and several sections of steel and wood like skin from the Mimic we beat.
I'm glad it doesn't have to be a valuable part; losing its Gut would've caused a mutiny in our group. Close as we may be, we ARE adventurers, and we're here to turn a profit.
I do wonder what happens to his offerings; does it disappear when the offering is made? Does it merge into the statue? Or does he have to eat it? Unless directed by your God you do not discuss what happens during prayer, so I may never know.
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NOTICE: Y… Kill … one ... [02/07]
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After two days of rest we leave the Safe Zone and head deeper into the dungeon. The World Labyrinth isn't divided by higher and lower areas, even if there is a change in elevation. Instead vast sections of the Labyrinth are divided by the Safe Zones, their barrier being the only thing that keeps monsters from one section out of another.
As we walk the long winding path out we hit the edge of the Safe Zones Aura and prepare to fight; even though every Safe Zone has a trick to guide monsters away it doesn't mean they can't still be near.
As we come upon the end of the entrance we find ourselves staring down a Goblin just to see it run forward before diverting itself down the path to our left. It's always strange to see, and the first time I did it took a moment to understand; mind affecting magic is near impossible to do or come by and knowing that a monster cannot see you even if it's looking directly at you is an impressive feat. As it was described to me, a monster cannot perceive the path to the Safe Zones, instead only recognizing the detours or loops nearby. Even creatures under the Beast Tamers control would be blind to it if not for their masters guidance.
Gillian and William prepare at the entrance and we wait, but after five minutes we continue on knowing the monster won't come back from the loop for another four hours minimum.
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WARNING: You … Poisoning … ! [01/07]