Like before, I used the Dungeon Creation skill. It was a once a day skill, but it had been one day since I had used it last so I could use it again. It was a bit of a frustrating spell. Worth 25 points, I had a restriction where points couldn’t be recovered with reset when they were in cooldown. So, that meant that I lost almost all of my dp points for an entire day every time I used this spell.
However, I felt it was very important to have a dungeon for the men to use. In time, I truly did hope that it’d be like Dirage’s Dungeon for us, where it was a source of income. The wilderness was a land ravaged by dungeons. They pulled mana out of the soil, and the result was that farming was in short supply. Other than hunting dangerous game, there were rather few ways Chalm could make money. It had no exports. Even if I eventually got the orichalcum from Widow’s Dungeon, those profits would be temporary and they wouldn’t help Chalm become self-sufficient.
I had many plans to help bring wealth to Chalm. There was the fairy spring, which functioned the exact opposite of dungeons, counteracting the curse. In fact, one day, I hoped to be able to support the dungeon by using the mana from the fairy queen. This would definitely take a delicate balance between the two, and possibly my own support as well.
Some of the miners from the Miner’s town were sent out to survey the land with Adventurer’s as protection, including the Guild Master himself. These were men who had already set up shop in the wilderness up north, so they weren’t afraid of looking for other mineral deposits. If they failed to find anything, I might depend on Terra and her Mineral Appraisal skill. Finally, it was my idea to create our own dungeon for my people to use.
That had been Karr’s greatest mistake. He had tied all of his money to selling water of life. In the end, he sucked the land dry and allowed Karr’s Dungeon to appear. I wouldn’t make the same mistake.
The story has been taken without consent; if you see it on Amazon, report the incident.
Thus, we used the miasma we had obtained from the houses we deconstructed in the miner’s town, and then created a new dungeon which I embedded into the ground. A new dungeon would eventually construct ten floors, and then from there, it would steadily grow. I helped this one along, bringing in mana-infused items for the dungeon to digest.
As for the siren, she ended up as the final floor ten boss. This wasn’t a problem, as Raissa would make sure that no one ever attempted to clear out the tenth floor. With the dungeon created by my calm miasma and the boss monster being my own tamed monster, I felt like I had a dungeon that fell in my control.
With the excess mana, I began to build the dungeon. If I tried to build it based on my own expectations, it might be too dangerous, so I instead used Raissa to come up with the floor plans. I didn’t allow the dungeon to grow out as most wild ones did. Most floors had a very particular path or a clearly defined maze. While I shaped it based on Raissa’s expert advice, theming each floor as an educational experience that would teach the soldier’s a necessary skill, Shao brought in more magical items to convert to miasma.
When the Guild Master returned, I also got his opinions on what was necessary. By the end, we had a very simple dungeon. If a normal dungeon was like a wild animal that would bite people and savagely defend itself while eating as much as it could, the dungeon I built was much more like a tamed puppy, eager to please its master.
I gave the siren various orders. For example, if a human did die in the dungeon, then the dungeon wasn’t to eat their soul but expel it. These differences made this dungeon completely safe for people.
After a full day of work, we had each completed our project. It would be months before we could call these jobs done, but time waited for no one. We had to just trust that Chalm would build off the foundations we left. We had a king to save.
{For creating a dungeon, you have unlocked the job: Dungeon Builder.}