It was time for James and Coop to have a meal break. Coop had an odd black orb that looked like it was made of water except for the colour, while the core had provided a similar clear orb and a bendy fruit with a yellow peel for James - he was told this was called a banana.
After lunch, James gave a demonstration of how to create a stave from the log they had been given. It was a standard dungeon log, meaning it was the type that dungeons could drop as treasure in this world. As such it had a standardised grain and knots in known locations. He could tell he was getting better, presumably he'd gained the teaching skill and improved his carpentry. Coop was confident enough to try with a second such log and supervision.
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Elsewhere Wolfe was watching his father perform a demonstration of how to turn coarse dungeon sand into glass, according to their core this was the preferred raw material though other types of sand and dungeon gravel could also be used, it was simply that this type naturally resulted in the purest glass before additional action beyond simply heating it was taken.
As mentioned, the first step was to melt the sand, then a spell of purity "Purify for Glassmaking" was cast on the result. Then was the actual blowing, a quantity of the liquid was removed, if required a spell to dye was cast at this point then the liquid was spun and blown into shape. These ranged from simpler bulbs to flat panes such as used for more expensive windows to complex shapes used only as improvements on similar devices made from other more reactive materials used in alchemy, not just spirals but ones that double back on themselves for example.
The shapes seemed complex enough Wolfe suspected his father had hit at least triple Violet in the Skill. He himself was apparently only required to reach triple Yellow.
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So much glass had been used for the demonstration that Wolfe was required to heat more sand. The spell was new, something he'd not done before but his father guided him through. Then came the dying and shaping, crystal clear was ideal but normally unrealistic and impractical to make at least until he was better with the spell, bottle green was traditional but sea blue was also acceptable though this would actually result in a shade for some reason called Bristol, probably after a place where English was spoken, which was more translucent.
At a critical moment, Wolfe dropped the tool through which he was blowing as an unpleasant smell hit his nose. The workshop was just inside the Tannery district with all the odiferous trades. Hopefully he could achieve some sort of skill against olfactory stimuli, maybe there was one called Resist Smell. The piece should have been possible to rescue but even with help from his father it was too deformed whilst hardened in a way they couldn't risk reheating it. Still a useful lesson, even if he'd need another attempt to produce something workable.
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Meanwhile Sarah was finalising the layout of the Harbour District, confirming the layout proposed by the person working the parent core and adding additional buildings that formed a wish list of properties.
Then she was deciding where the docks would go, the ones for building, for refitting and repairing, for just providing safe harbour while the crew were ashore and for accessing adventures complete with vessel. The last item would bring the ship into a suitable dungeon for its class.
Sarah decided she didn't want one harbour dungeon, she wanted multiple which were collocated. They should be based on the resources people had brought with them as well as the size and power level of the group, three people with no food or water should have a much easier experience than a navy with holds full of adventuring equipment.
Further, Sarah wanted to add enchantments to ensure the weather in the harbour. She began channelling the magic into it before realising she'd need to use the main core and cancelling the spell. A job for tomorrow.