Year 1038, Oris, Okrasi Province, Slaria
The sand whips around you in arcs, the golden dust searing into your skin, causing abrasion on all exposed parts of your body. While you fly backward due to the strength of the hit, you quickly orient yourself and sprint back at the cactus that sent you tumbling. Ahead of you, Jarv has his hulking shield in front of the cactus, catching its spikes on it even as the spikes continue to pierce the shield itself. Sliding underneath the shield you spring just beside the cactus and suddenly your ink-black daggers appear in your hand. Spinning and slashing you cut into the unnaturally tough cactus as much as you can before glowing a sudden teal, you react as fast as you can and barely position yourself as the wind picks up again and you and Jarv fly away.
Hitting your head on the wall, you see Mariska grimacing in pain as the crystal spikes embed in her shield. Glowing a dangerous teal, they explode on the shield cracking it in the process. However your team has a counterplay of your own, as quickly as the dream mage can move, Leis casts his spell, a spell circle fashioned in a deep soothing circle. While nothing appears to have happened, you know better, as the cactus turns in the opposite direction and begins to fire at the figment of its imagination.
From there your team quickly cleans up the rest of the fight. While you and Jarv were injured by the cactus snapping out of its illusion, promptly giving you both concussions and Jarv a pierced shoulder. After taking its body parts you returned to the guild hall and began to debrief with your captain, who watched all throughout the fight, waiting on the sidelines.
Time to choose your dice:
[]Floors: From living breathing ecosystems to labyrinthine corridors floors encapsulate them all
[]Monster: Roaring monsters and spelling slingling gremlins, monsters are those that directly stand up against those who dare enter your halls.
[]Traps: A constant plague to a dropping boulder, traps are what keep invaders from your body without the physical component of monsters.
[]Research: From the flows of the world to items that harness the latent energy of the universe, research is the way to get them.
[]Core: A hidden room to a crushing rule on all that enter, core is for your entire dungeon top to bottom.
Turn 16:
Mana: 625 (785 Mana per Turn) (-10 MpT) (May mutate to (-10 to 50 MpT) next Turn)
DP: 8/110 (102 DP per Turn)
[]Prehistoric Ecosystem: With the intuition you have gained by working on the prehistoric monsters, it seems prudent to create an ecosystem for them to truly thrive, using the affinity you have gained you can create a biome in which your prehistoric monsters can utilize their mutations to the fullest. (35 Mana per Dice 281/225) (+6 DPpT and +5 MpT) (+6 DPpT and +5 MpT for each Prehistoric and Prehistoric-Derived project)
With the completion of your prehistoric ecosystem, having finished the process of reversing the evolution changes on the last half of the plants, you have completed your prehistoric ecosystem. Spread throughout all floors of your dungeon, your ancient monsters roam their natural habitat, already you can tell the difference, more mana, and deaths all around now that you have established these ecosystems. For some of these ecosystems, you have kept the original ecosystem and reversed the plants inside that already established area, others you have made wholesale. However, whatever the way you made these places, you can tell that anything placed in these ecosystems that were divided from your prehistoric monsters will benefit from it. (+6 DPpT and +5 MpT) (+6 DPpT and +5 MpT for each Prehistoric and Prehistoric-Derived project)
[]Cavern Ecosystem: While the basics have been established you can go one step further and tailor your ecosystem to the area in it, caves. By growing more mushrooms and mutating plants to become beneficial to a cave system you can create the conditions to allow more proliferation of physical traps. Whether hiding behind a taste placement of vines or an actual boulder held up by branches, you can fit more physical traps in a cavern ecosystem allowing you to get traps in a smaller space. (15 Mana per 120/175)
While you already have caves in your dungeon, they aren't truly an ecosystem. There are no secondary plants, no prey animals for monsters, and no little mana-saving projects that help you afford the sheer amount of traps you have. However, you have started on that process this year. From the mushrooms which glow an eerie teal in the dark to rats and other rodents which scurry throughout the area. However, it is not finished just yet. You now need to spend the time to fashion your traps to better hide in this new ecosystem. However, once that is done you can finish this ecosystem and finish the first of your ideas for ecosystems.
[]Oasis Groves: Plants, there everywhere in your dungeon, from the ground to the walls to even the roof, each hiding a monster or trap, because of this abundance of plant monsters it only makes sense to tailor the surrounding environment towards them, from the nutrient rich ground to the holed walls which allow their roots to grow further out, you can lower the costs of maintaining your monsters as well as increase the amount of mana you get from each invader. (30 Mana per Dice 88/175)
Plants, one of the more prolific monsters in your dungeon, are everywhere, from the vines which choke and drown invaders, to the trees which have sent invaders away, screaming in terror. With the amount of plant monsters in your dungeon, it just makes sense to spend the time tailoring their environment to serve them better. However, while you have started designing the soil, which will support their growth, and the secondary plants which will lure the invaders to this monster-infested oasis, you still need more work for these groves to be complete.
[]Megafauna Monsters: Drakes to sea serpents, monsters that only show themselves in high mana areas, guzzling every piece of mana to form these monsters are so rare, betrayals by the dozen happen every time they are sighted, after all, they offer enough materials and gold to set you for life, while not like the true article, which has had decades for mana to instill into their bones, organs, and scales, you can create an imitation which just as much power, from the boiling water of sea drake to the steel drill of the drake, these monsters promise to tear through any Tier 1 and Tier 2 adventures wholesale. (30 Mana per Dice 223/225) (Autocompletes Next Turn)
With the completion of all of your megafauna, monsters you expected to be able to deploy all of them right away. However that doesn't seem to be the case, by taking the time to develop the last few megafauna monsters you have let the rest mature, but the new designs, sea drakes who can swim through all of your waterways, sinking the poor rafts that invaders make or drag them into their watery graves, still need some time to truly mature, walking and swimming on unsteady limbs, due to their extremely fast maturation. However, all it will take is just a bit more time until you can send them into your dungeon. (Autocompletes Next Turn)
[]Adapted Prehistoric Monsters: While you now have prehistoric monsters, with their old evolutionary abilities which are an outside problem to a variety of invaders entering your dungeon, things that they have never encountered before. However, just because your prehistoric monsters only started with this ability doesn't mean you can't spread it throughout your monster forces, making all of them just that bit harder for invaders to attack. (60 Mana per Dice 13/75)
While you wanted to spend the time throughout the year to adapt your monsters to more prehistoric mutations, the rampant crystal growth of your symbiotes has slowed down the process and put this on the backburner throughout the year.
[]Basic Fungi-Based Monsters: From the deadly death caps to the paralyzing mushrooms of the jungles, mushrooms have a wide range of ways to spell death for an invader, but one thing most people don't think about mushrooms is their ability to act as nervous system, with beneficial mutations, you can create a monster which inhabits a whole room, from the moment an invader walks in your fungus monsters, who spit out thing like fire, to poison spores, can accurately attack those who dare enter your dungeon, all is needed is the beneficial mutations of these strains of mushroom (10 Mana per Dice 140/125) (+7 DPpT) (Unlocks Basic Mushroom Men) (Unlocks Hive Mind Monsters)
Something that has taken the backburner recently, you can spend your time getting the fungi-based monsters up to snuff. Working on taking your effort into various esoteric effects, you have mutated, grafted, and granted these room-sized monsters every effect you can think of. While this still hasn't seemed to stop their aversion to fire, quickly getting lit on fire by a simple spell, they make up for it with the sheer amount of effects they can coordinate and produce at the same time. Synergistically using disparate effects to combine together to become a perfect storm. (+7 DPpT) (Unlocks Basic Mushroom Men) (Unlocks Hive Mind Monsters)
[]Crystal Symbiote Monsters: With the discovery of the rock-like protrusions on some of your prehistoric monsters, you can now try to take it a few steps further by specifically mutating your prehistoric and regular monsters to accumulate crystals on their body, whether just general mana crystals or even some more rare forms of elemental crystals, you can grant another boost to a decent population of your monsters, contributing to the diversification of your forces, making sure there is no overall weakness in your forces. (40 Mana per Dice 84/100) (Nat 1) (Crisis: Parasitic Crystal: -10 MpT) (May mutate to (-10 to 50 MpT) next Turn)
When you took the time to create the crystal symbiotes, you didn't expect it to be this hard. While in the process of grafting these crystals to your monsters, you seemed to have triggered something. As fast as you can see, the crystals have taken over your monsters, covering them in this parasitic crystal and sucking them of all their mana from their disaster struck, it has moved from testing rooms to throughout your third floor, spreading like a weed this crystal has begun sucking mana straight from your dungeon. You now need to take action to stop its spread and take action at its source. (Nat 1) (Crisis: Parasitic Crystal: -10 MpT) (May mutate to (-10 to 50 MpT) next Turn)
[]Basic Curse Traps: While your basic magical traps are a good start you can specialize further with your traps by introducing curses, from the classic such as reflections breaking to the cutting of red cords, you can take these curses and tailor them to your dungeon, introducing traps which have secondary effects after they have been broken, from invaders cutting webs, weakening them in the process, to crystals shattering when invaders are nearby, causing shrapnel and also causing a sense of confusion throughout their dive, curse traps promise to help you further gain more mana from invaders. (20 Mana per Dice 226/250)
With all of the hubbub with your curse traps, you haven't had time to truly work on your curse traps, as you had to take the time to stop that crystal from consuming all of the mana in your dungeon.
[]Gas-Based Traps: A swirling storm to a chemical compound that melts skin, gas traps have it all, by utilizing your standard traps but specifically modifying them to make them airborne you can allow them to easily infiltrate invaders' bodies and begin the slow destruction of their body as easily as possible. While it may be easily solved by the proliferation of masks you can still get your bang for your buck and reap mana from the small exposures they get experienced throughout their dives. (20 Mana per Dice 60/75)
Turning back to this, you have continued to make your designs possible, with about half of them already done, and then it is time to place them throughout your dungeon. From the gas-powered javelins to the blunt-force winds that throw invaders over the edge and into dangerous areas, you still have a few more ideas you want to try.
[]Chemical Traps: Unstable solutions, to strange phase changes, you can create a variety of traps by researching deeper into the basic elements, from certain chemicals melting skin off when mana is applied, to an air-borne poison, you can create a variety of traps that make use of how hard it is to tell if a certain substance is a dangerous chemical, tricking them and harming them with these hidden traps. (45 Mana per dice 99/115)
Rushing through the chemicals, in your storage, futilely hoping for a solution to stopping the crystals in their place. Sadly you didn't find a way to stop the crystals. However that doesn't mean it was a waste of time, with just more work, you can fully deploy chemicals traps, already designed these traps promise to be truly a pain to the invaders entering your dungeon. With ones that melt skin to some of the more esoteric ones, releasing poisons, bombs, and more. These traps promise to be pain for all that walk through them, hidden behind their physical origins, you can't wait to surprise all the mages that walk arrogantly through your dungeon.
[]Invader Techniques: With the revelation of data you can focus your attention on individual invaders and figure out various ways they design armor, spells, and various enchantments, allowing you to better understand how to create them yourself, allowing you to skip learning steps and create various items and resources quicker. (25 Mana per Dice 217/250)
As with a lot of projects this year, you have spent a lot of your time stopping the advance of crystals in your dungeon. However, you still haven't collected data on the invaders who enter your dungeon. You will just have to spend the time next year understanding the data points you have collected in the meantime.
[]Radiation Mutation Research: Radiation, is the strange energy that seems to lend itself to mutations, however, these seemingly aren't like the other types of mutation you have witnessed, it is neither the affinity change, which happens when you grant a monster a different affinity nor is it the nascent bloodline which surfaces in all your monsters, calling back to a different time where mana was even more plentiful, instead these mutations seem wild and strange, causing randomness in mutations, from three eyes to even some from the electric sense you have seen truly bizarre mutations from this radiation. (60 Mana per Dice 200/215)
Following how your invader research fell through, you didn't have a lot of time this year to work on understanding the radiation and why it is so strange. However, you just need to keep on trying, and slowly but surely its secrets will open up to you, you know it.
[]Word of Power: While strange, you can research can begin research on the variety of ways mana can warp when audibility spoken, from the chants of the cleric to the shouts of mana-enhanced soldiers you can now start to understand why this variety of sounds can cause a reaction in their mana, but first you probably should figure out to make sounds in the first place. (40 Mana per Dice 151/100) (+10 MpT)
With your research into intention mana, it was no surprise that the research into the spoken word opened up to you. However, you still have discovered more nuance than what you once thought. While the mana is influenced by the collected consciousness of the world around it seems, for some reason, the personal mana is more deeply influenced by the thoughts and feelings of the actual invaders who cast the spells. While this is strange it does lessen your worries about the influence that the man has had on you, wouldn't want to become like the invaders after all, the willing to enter a death trap just for some useless trinkets. (+10 MpT)
[]Carved Core: Words, Languages, and runes. Each is a different way mana is harnessed and used to create an effect. With your new understanding of how words and languages shape the mana throughout the world, you can start to engrave your core, your very heart and soul with a combination of these three things. Hopefully, this will enhance all of your abilities, taking less mana to do various tasks as well as gain the ability to harness more synergies. (60 Mana per Dice 197/165) (+15 MpT) (Extra Synergy Slot)
Finished tinkering with your core, you have now engraved your core and you can already feel the effects. Mana swirling through the groves on your core, enhancing everything you would need under the sun. From more concentration to a way to harness the frequencies that bounce throughout your dungeon. Now all that is left is to choose what synergy you want to focus on. After all, it will probably help you in your fight with the Parasitic crystal that has now started spreading throughout your third floor. (+15 MpT) (Extra Synergy Slot)
Choose:
[]Mana Basics: You completed all, from the affinities to the rings you understand the basics of mana, and it will serve you well, being the foundation all else rests on. By spreading this frequency throughout the dungeon you make everything in your dungeon use mana more efficiently. (+40 MpT)
[]Monster Menagerie: From intelligent monsters to the mana-based you have created a truly wide range of monsters, this experience is shown in your work and this frequency, when spreading this around everything moves with a violent intent, hunting for more prey. Your traps fire stronger, and your monsters become more vicious. (+30 DPpT)
[]Traps, Traps, and More Traps: Spinning gears to rampant viruses, you have finished your first foray into traps, completing the first four types of traps. By amplifying this frequency you can enhance both your mana and attacks, lending them the dual nature of traps, to slow and kill. (+10 MpT) (+10 DPpT)
[]Hidden World: From the tunnels which hold a multitude of monsters, to the vents that hide spores and more from the wandering eyes of the rogues. This synergy hides all from the gaze of the invaders, not only tricking the senses but the mind as well. So what if some can't handle trying to see these hidden worlds, they shouldn't have looked so deep in their hubris. (+20 DPpT) (Unlocks Hidden-Based Projects)
[]Basic Ambush Points: Invaders have some of the weakest senses, they can't hunt through smell, nor understand all of a room from a sound. These weak senses allow for the creation of ambush points, places where monsters can attack from the shadows. Creating dedicated ambush points creates a surplus of places to attack from allowing your monsters to choose where to ambush from and giving a sense of variability to each group as there is always a different ambush location. (20 Mana per Dice 186/200)
Taking the preliminary work that you have done on your ambush points you have now spread these spots throughout the dungeon and have begun the process of hiding them from view, already incorporating some of the effects of the other hidden projects, from the stealth fields to the notice-me-not effects, you have placed these effects on half of your dungeon, meaning that you will still have to do half of ambush spots, but the light is insight, you just have to keep making progress.
Rumour Mill:
Oris Dungeon, The Place of Strange Happenings.
Following up on the investigation into the strange monster sighted in the dungeon of Oris, it seems that something strange has been released on the third floor of this dungeon. Covering a couple square miles, this third floor has now gained a strange crystal seemingly consuming the mana on the third floor. The guild of Oris has advised all adventurers to avoid this crystal as we have no idea what would happen if it were to contact Adventures.
Boats Sighted From the West
While contact with the west has been spotty at best, it seems with reports from the western coastal cities, that there is activity in the western oceans and that they should be prepared for movements from within these seas. While the King and his advisors have advised caution as they may not be hostile, going back into history the western coasts have always been a place of raiding so the coastal cities are preparing for any raiding activity.
Invader Stats:
28.4k Invader Total (3.2k Growth per Year - 2.2k Deaths Per Year)
Food: Large Surplus
Water: Medium Surplus
Mana Materials: Small Surplus