《Titan of Steel》
1: Choosing a Minion
I had already decided that my current situation was intolerable the moment I had figured out what was going on. In my current state, I was entirely at the mercy of the world and its inhabitants, with negligible ability to control what happened to me. This is because I had somehow been transformed into a room and hallway embedded into a hillside, with a blue orb on a pedestal in said room that I instinctively understood was now me.
The instant I realized this, a menu screen popped up in my vision. It read as follows.
As a new Dungeon, you can choose one type of Minion to start with without spending resources to develop them. Please be aware that you cannot change your starting minion, and that it will have a significant impact on your theming.
-Goblin
Intelligence: Dubious
Strength: Low
Speed: Fast
Utility: Low
Autonomy: High
Cost To Summon: Low
Your standard fantasy fodder, Goblins are small green humanoids with a vicious streak a mile wide. They have little to recommend them, aside from the fact that they can be fielded extremely cheaply and can fend for themselves in harsh environments. This means that Goblins can spend up to six hours outside your dungeon before going feral, meaning that they can forage resources for you effectively.
-Giant Spider
Intelligence: Smart Animal
Strength: Low
Speed: Fast
Utility: Moderate
Autonomy: Moderate
Cost To Summon: Moderate
Spiders are members of the arachnid family characterized by near-universal venomous bites and the ability to spin webs out of extremely strong silk. This particular species has been enlarged to the size of a large dog, allowing it to fight on a somewhat even footing with intruders. A Giant Spider that spends more than three hours outside your dungeon will immediately go feral and stop responding to commands.
-Skeleton
Intelligence: Cunning
Strength: Moderate
Speed: Moderate
Utility: Low
Autonomy: Nil
Cost To Summon: Low
An animated pile of bones held together by magic, Skeletons can be quite effective combatants given their low summoning cost. They are clever enough for the occasional bit of creative problem solving, and about as strong as a normal human. That said, they will immediately collapse into inert bones if they ever leave your zone of influence.
-Clockwork
Intelligence: Cunning
Strength: High
Speed: Slow
Utility: High
Autonomy: Low
Cost To Summon: High
Mechanical constructs using mana for power and control systems, Clockworks are intricate creations which require a large expenditure of mana to summon. That said, their physical power is unmatched among starting minions, and they are easily customized to perform a large number of utility tasks when not defending you. Clockworks can optionally be fitted with an on-board mana battery which can sustain remote operations for an hour before shutting down, but a clockwork deactivated in this manner can easily be restarted if more mana is provided.This tale has been pilfered from Royal Road. If found on Amazon, kindly file a report.
It only took me a few moments to make my decision. According to this strange interface, I was a Dungeon, meaning that if I did nothing I stood to be continually ransacked by adventurers in search of loot or XP at best. This was not a fate I would allow, meaning that I needed a way to move under my own power. If I wanted to become independently mobile, I would need to build my own means of movement, which would require immense motors, control systems, and other machinery.
Clockworks for my starting minion had the potential to get me the vast majority of what I would require in order to pull this off, as they by definition would contain motors, sensors, materials, and control systems that would work under the local laws of reality. Thus, I made my decision.
Notice!: 1* Basic Clockwork summoned!
Current Mana: 5/20 (1 Room + 1 Corridor)
Mana Regeneration: 10/day (Core)
Upkeep: 1 (Minions)
Net Mana: 9/day
Feature Unlocked: Clockwork Customization
Directly next to my core, a humanoid machine took form. I estimated that it was 1.7 meters tall, and it was covered in shining brass panels, save for the occasional gear partially extruded from a joint.
Next, I needed some additional security. The immediate possibility that came to mind was sealing off the entrance, but some part of me immediately rebelled at the idea; no matter how much I wanted to seal myself off from the world and simply build without interference, that option was closed to me. Well then, if I couldn''t simply hide, could I make a door? Another twinge of pain, and I changed my line of thought to "could I make an extremely durable minion keep guard in the entrance?" This option, thankfully, seemed to be easily available.
With what I wanted in mind, I asked aloud to no-one in particular "Now how do I get at the Clockwork Customization interface?"
Designer Interface: initializing
I really missed the ability to grin. Engineering munchkinry, here I come!
It was roughly an hour later when I had the door working to my satisfaction; as it turned out, the cost to summon a Clockwork wasn''t based entirely on size, but also on how many different things you wanted it to do. Fortunately for me, there were only three different functions for my door extremely tough minion. The first was an extremely heavy-duty lock made out of steel I had painstakingly adjusted the alloy composition for. The second was an eight-digit combination keypad which would only allow the door to unlock when the correct combination was input, and last was a linear motor which allowed the door to automatically open and close itself when it needed to.
Compared to the immense complexity and versatility in even my Basic Clockwork, this door was simplicity itself, and that meant it could be cheap, even when the layer of armored steel was almost half a meter thick.
Clockwork Blue Print Saved: Armored Combination Lock Door
Still, I had three mana left over from that, which meant I could come up with a few more adjustments. First order of business was the corridor leading to my Core. At the moment, it was a literal straight shot. Anyone who opened the door could easily open fire on my core, and there wasn''t anything I could do about it. I quickly queried my interface "How much does it cost to remodel a corridor?"
Basic Construction Costs
-New Corridor: 2 mana per 20 meters
-Adjust corridor: 1 mana per corridor
-Finish walls/Floor: Increases mana capacity by 1 (2 mana per 20 meters)
-New Room: 5 mana per 100 m2
-Move/adjust Room: 2 mana
-Finish walls/floor: Increases mana capacity by 2 (5 mana per room)
I tried to nod and achieved precisely jack squat doing so, before I adjusted the hallway into a vague S shape, removing the clear line of fire from the door. This left me with 2 mana left, which I decided to put towards some significantly more lethal defenses in case someone managed to either hack the lock or bash down my armored door. Another couple hours of tinkering later, and I had a rudimentary machine gun turret aimed down the longest straight part of my twisting hallway, ready to lay down a hail of lead on anyone who entered.
Notification: There is someone at the entrance of the Dungeon.
Dreading what this could possibly lead to, I shifted my perspective to just outside my entrance, interested in evaluating if the person outside was a threat.
2: Lets meet Seth
It could be quite reasonably said that Seth and his family were struggling, but then was there anyone who wasn''t, what with the bastard currently on the throne? After a few moments, Seth figured that the tax collectors might be doing a bit better if they skimmed off the top, but on the other hand if they got caught doing that...
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Item Profile: Purple Mana Bead: Made by an experienced spell caster, this is a compressed bead of solid mana that can be tapped as necessary, but cannot be recharged. This bead in particular contains 50 mana.
Gaining Mana: Mana can be gained in several ways.
-Fully conscious souls generate mana if the underpinnings of consciousness aren''t propped up by magic; this is how your Core produces mana.
-Unattended organic material in your dungeon can be decomposed into usable mana.
-Particularly energetic reactions can be harnessed to produce mana, if properly contained.
3: Power Requirements
Blueprint Saved: Mark 1 Proton Pile Mana reactor
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4: Defensive Measures
The incoming group was still a few miles out when my surveillance drone spotted them. Given that they were moving at a normal walking pace, I estimated that I had roughly two hours before they would arrive and cause me trouble. Still, I figured that it would probably be a good idea to get a better idea of what I was dealing with, regarding who was coming. With that in mind, I ordered my drone to fly lower for a better view, but not so low that it would needlessly irradiate those it was surveying.
Almost immediately, the improved resolution from my drone informed me of several crucial facts. First and foremost, what I had thought was one group was actually two. There were roughly one hundred and twenty people coming my way, but only twenty of them were armed. At first I thought that the unarmed group might be some sort of auxiliary for hauling loot back, but then I saw that the armed group was very conspicuously pointing their weapons at the unarmed group.
At this point, I made an irrational decision; while it would be safest to simply exterminate all possible threats, it was also a path I did not want to go down under any circumstances. Instead, I swore to myself that I would spare as many of the hostages as I could. Now, it was simply a question of strategy. I had the greatest leeway to work with on my first floor since there weren''t any under construction parts of my future body there, so I immediately set about turning it into my primary filter, where I would hopefully be able to sort out the hostages from the hostage takers. On this floor, there would be no forced radiation exposure, and nor would I truly go all-out. In addition, I added a movie theater/presentation room behind hidden doors, with speed-optimized clockworks to grab the unarmed individuals and pull them to safety. After all, I would need a place to put these people until things blew over, and being able to explain what was going on would be a major benefit.
That said, I would definitely be filling the floor with heavily armed minions in order to hold the incoming force at bay as long as possible. Furthermore, any mercy I extended would be strictly limited to the first floor. No matter how much I wanted to protect the innocent, I also had my own safety to ensure.
Anyway, defensive measures with a more distinctly lethal bent included finalizations to the design of the construct I referred to as the ''Clockwork Knight''. Primarily melee-focused in comparison to my Armed Clockworks and Machine gun Turrets, each Clockwork Knight was a hulking monstrosity of Vanadium Steel designed to almost completely obstruct passage through my corridors. For combat gear I''d included both an incredibly durable combat shield, and a chainsword, leveraging the immense strength that Clockworks could bring to bear. I''d also mounted a modified Proton Pile in the chest, built less for power generation, and more for firing a diffuse blast of superheated radioactive plasma into the faces of anyone who happened to be directly in front of them.
I also made a point of installing several incredibly lethal traps; some were simple brute force in the form of rotary saws that could be rapidly extended out of the wall in a few corridors. Others were somewhat less so, such as the collection of Uranium rods I''d installed in the wall in the second floor''s main ''kill zone'' corridor, allowing said corridor to be absolutely bathed in deadly radiation at a moment''s notice. Further modifications in this direction included deliberate modifications to the second floor Proton Piles so that they would release even more gamma rays into the corridor. It''s about this time when I received a notification from my interface.
Dungeon Themes: As Dungeons mature, they often develop a distinct individual style, commonly known as a Theme. Themed Dungeons have access to more advanced features, such as Bosses, more advanced Minions, and specialized room effects. These effects are tailored to the Dungeon in question''s Theme.
Your current Theme is: Atomic Clockwork
Minion Group Unlocked: Gremlins
Intelligence: Cunning
Strength: low
Speed: Moderate
Utility: Very High
Autonomy: Moderate
Cost To Summon: HighThis narrative has been purloined without the author''s approval. Report any appearances on Amazon.
Small Fey creatures with a knack for machinery, Gremlins aren''t all that useful in a direct fight, but that''s not the point. Instead, Gremlins make for excellent support units, as they are capable of rapidly repairing or upgrading Clockworks, or even fielding their own constructs with no additional cost on your end. Gremlins can leave the dungeon, but will go feral after a number of hours depending on type.
Minion Group Unlocked: Mutants
Intelligence: Low
Strength: High
Speed: High
Utility: Low
Autonomy: Nonexistent
Cost To Summon: High
Warped by exposure to radiation or other corruptive effects, the mind of a mutant is irreparably damaged on a deep level, leaving them only capable of direct and savage combat. Fortunately for them, their twisted bodies excel at this, as they have immense strength, speed, and odd morphological anomalies that can trip up opponents. Further, Mutants are healed by exposure to further radiation or corruptive effects, instead of being harmed. Any mutant that leaves the dungeon will immediately go feral, embarking on a bloodthirsty rampage without any form of direction or control.
Bosses Unlocked!
I temporarily ignored the possibilities offered by Gremlins and Mutants for the time being. Instead, I immediately homed in on that ''Boss'' option and queried my Interface what it was capable of.
Bosses: Final guardians at the end of each floor, Bosses pack a lot of additional power for their cost. The Boss tag can be added onto any Minion, vastly reducing their summoning cost and increasing their lethality, with the caveat that the Boss tag can only be applied to one Minion per floor.
That knowledge acquired, I immediately set about slapping together a suitably lethal Boss for my first floor. I didn''t have loads of time to min-max this one, so I would need to hurry.
While still fearing for his life, Seth''s experience of said fear grew far less acute the closer he got to the Dungeon. While at first it had been a blazing terror, now it was more a feeling of resigned inevitability. Still, eventually, Karyll made her way to the Dungeon with her unwilling entourage in tow. For a brief moment, the sight of the massive steel door embedded into the hillside gave Seth the vague hope that Karyll would give up finding her way inside and would let them all go home.
This hope was immediately dashed when the armored woman noted "Now, this is obviously the entrance to a Dungeon, meaning that we''ll be needing to break in and plunder that bugger for all it''s worth. I don''t much care to try and figure out the lock, sooo..."
And with that, Karyll pulled out her sword, plunging it into the bartender who not too long ago had been serving Seth a mug of beer. There was a distinct feeling of unease, before the bartender crumbled to ash and Karyll''s long bastard sword lit up with brilliant green flames. Then, with a positively vile grin and an incantation of "Soulburner", Commander Scaleridge carved her blade right through the door, rapidly kicking the hewn off segments of armor steel inside as she cut off new sections.
There was a brief pause, before the murderous woman said "Well, go on. You''ll probably live slightly longer if you go in there than if we have to spear you here and now, so you might as well all go in."
With that, Seth''s shoulders sagged, and he began marching into the dungeon, hoping that at the very least his ordeal would be over quickly. Turning the corner, Seth found himself face to face with a hulking metallic figure blocking the corridor. Then, surprisingly, one of the steel wall panels opened up and the machine spoke saying "Quickly, go through there if you want to live."
Seth did as told without hesitation, rapidly dashing down the secret corridor towards what he dearly hoped was safety. Behind him. he could hear what sounded an awful lot like people being messily slaughtered, but the continued pounding of feet in the corridor behind him allowed him some hope that wasn''t the case. Then, Seth came out into what looked a lot like a theater from one of the very few plays he had ever attended, a mechanical voice calling for him to find a seat.
In the end, I managed to shuffle about forty of the hostages through my secret corridor to safety before the hostage takers entered. As soon as that happened, simply allowing the villagers to dash through to safety rapidly ceased to be an option, unless I wanted to give the game away. Thus, I switched to having each panel very briefly fly open just long enough for one of my clockworks to seize a hostage and pull them through before closing, which managed to get a few more through.
Then the ones behind this whole assault came into combat against my first Clockwork Knight, and everything went to shit.
Chapter 5: Drake Guard
Another of the hostages met their end at the tip of the woman''s blade then, and she quickly demolished the armored door leading to the reactor chamber. The instant she entered, I cranked the reactor as hot as it could stand. The limits of the turbines meant it probably wouldn''t generate much more power, but I was all for giving this murderous woman a lethal dose of radiation.
At the exact same time, my Clockwork Knight managed to take down three of the other murder-hobos using its Proton Pile blaster, filling the corridor directly in front of it with what basically amounted to a highly radioactive steam explosion. This knocked another two off-balance, which the machine capitalized on with its chainsword. This, sadly, didn''t last, as one of the enemy troopers got the bright idea to stick their spear right in the Proton Pile outlet, frying the delicate conjuration runes with a crackle of electricity.
As the soldiers died, I felt significant surges of mana. By my estimates, each of them was giving me on the order of twenty to thirty mana. For a brief moment I could see how that woman''s evil soul-sucking sword could be so powerful, before firmly shutting down that line of thought. Proton Piles provided me with plenty of Mana, and I rather disliked the idea of feeding off sapient life. I might not be human anymore, but I still refused to cross that particular line; it felt far too much like cannibalism.
Anyway, after my Clockwork Knight fired its Proton Pile the first time, everything went downhill for that particular machine. The chainsword was deadly if it managed to score a hit, but at the moment that was turning out to be a big ''if'', as the experienced troopers quickly began to knock the construct off-balance and start doing serious damage to it. Then that positively evil woman concluded that no, there wasn''t any loot in the room with my prototype reactor, and shredded what was left of my Clockwork Knight in seconds.
This advance also brought the enemy troops into the part of the corridor that my circular saws could cover, and cover they did, the blades bursting out of the wall to decapitate several of them. Still, in the end, both that positively evil woman and three of her troops made it to the end of the corridor where they swiftly demolished both my machine gun turret and the Armed Clockwork, before coming face to face with another armored door. I didn''t bother with letting that woman demolish it, instead opening it right as my first floor boss lined up a shot with its cannon.
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In the end, my machine fell, but now that woman was alone, save for the terrified civilians who I had managed to mostly shuffle through the secret corridor to safety with only a dozen or so casualties. The woman went downstairs now, casually demolishing both the Armed Clockwork and the machine gun turret I had waiting at the start of the second floor before slicing through yet another armored door and entering the corridor where I''d installed my Uranium trap. The wall panel concealing the radiation source fell, and as the control rods retracted the entire corridor lit up with the deadly blue glow of Cerenkov Radiation.
6: Questions and Answers
Basic Gremlin: Gremlins that are just barely starting down the path of tinkering, Basic Gremlins have a lot of potential but are not yet truly proficient with most technical tasks. That said, they learn very quickly. Basic Gremlins can leave the dungeon for one hour before going feral.
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Room Specialization
Do you want to designate this room as an Engineering Lab?
Cost: 40 mana
Effects:
-Gremlin XP gain increased
-Allows Gremlins to conjure tools for usage without expending mana
-Components for experimental systems cost 10% of normal for conjuration, but cannot leave the Engineering Lab
-May allocate a specific mana budget to the Lab for its autonomous use
7: T-minus twelve hours
2* Basic Gremlin has evolved into Gremlin Nuclear Physicist
4* Basic Gremlin has evolved into Gremlin Engineer
3* Basic Gremlin has evolved into Gremlin Radiation Worker
1* Basic Gremlin has evolved into Gremlin Health and Safety Officer
Gremlin Nuclear Physicist: A Gremlin who has turned their attention from hands-on engineering to the underlying sciences behind the operation of nuclear reactors, Gremlin Nuclear Physicists can help other Gremlins see possibilities on nuclear projects they might have otherwise missed, hastening progress. A Gremlin Nuclear Physicist can leave the dungeon for 90 minutes before going feral.
Gremlin Engineer: A Gremlin who has developed significant prowess at designing new machinery, Gremlin Engineers can work on R&D projects when you''re occupied with other things. They are also adept at performing repairs on existing machinery, but it''s really not their specialty. Gremlin Engineers can spend 2 hours outside the dungeon before going feral.
Gremlin Radiation Worker: A subset of Gremlin Technician specialized in radioactive systems, Gremlin Radiation Workers are equipped with both a hazmat suit granting heavy radiation resistance and an encyclopedic knowledge of radiation safety protocols. Gremlin Radiation Workers can spend one hour outside the dungeon before going feral.
Gremlin Health and Safety Officer: When working with dangerous systems, it pays to have someone to double-check that proper safety protocols are being followed, and shut things down if they''re going out of control. That is the job of the Gremlin Health and Safety Officer, who significantly reduces the probability of deadly workplace accidents with projects to which they are assigned. Gremlin Health and Safety Officers can spend 90 minutes outside the dungeon before going feral.
Notification: The Engineering Lab has completed a blueprint: Version 2 Proton Pile Reactor
Notification: There are guests at the entrance!
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"Hello, Seth. I take it that this is your family?"
8: Blast Off
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everyone would be fucked.
9: Impact
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10: The Dead Wastes
Chapter 10
Two weeks after I first crashed in the Dead Wastes, I was finally ready to move again. My new chassis retained many, many features from the Mk 1 Titan, but this time I had designed it from the ground up with direct combat in mind. To this end, I had integrated several new weapons directly into my chassis, or designed them as modular equipment that I could directly wield with the fully functional hands I included.
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It was a somewhat common rumor that Dwarves were descended from escaped Dungeon monsters, given their tendency to live far beneath the earth''s surface in fortress-cities defended by horrific deathtraps and legions of experienced tunnel fighters. Their advanced machinery and total control over the terrain made most invasions by outsiders effectively pointless, and they were typically dug in deep enough that even the sheer destructive fury of Dragonfire posed no practical threat to a Dwarven settlement. You couldn''t even starve the bastards out, seeing as they had somehow figured out ways to make their own sunlight for crops down there.
Chapter 11: A Frank Conversation
Message From Titan of Bone: I have a request to make, fellow Titan.
Sending Message: If you want mercy, you won''t be getting that. You will die by my hand, stealer of countless lives.
Message From Titan of Bone: That wasn''t the request I wished to make; it is within the rights of the strong to do as they wish to the weak, and though it pains me to admit it, I rendered myself weak in my attempts to become strong. I simply have a request about the nature of the death you inflict.
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Message From: Titan of Bone We are Titans, but we are also Dungeons. I simply wish to be slain in the manner befitting a Dungeon, with monsters rampaging through my corridors and smashing my core. Dying by externally applied brute force is more befitting of a Grand Dragon.
Sending Message: I will grant your request. You still need to die so that this region can live once more, but it will at least be a death befitting a dungeon.
Chapter 12: Broken Bones
Clockwork Soldier
-Minion Type: Clockwork
-Base Form: Humanoid
-Strength: 0.25 MN sustained force
-Speed: 0.85* peak human agility
-Weaponry: Automatic Rifle, Automatic Pistols, Hand Grenades, Grenade Launcher, Bayonet
-Armor: 1.2 centimeters Mana Enhanced Nanosteel
A basic humanoid Clockwork with upgraded armor and a vastly improved motor system, Clockwork Soldiers are mostly ranged fighters, making use of both hypervelocity ballistics and copious amounts of explosives. To prevent hostiles from simply picking up one of their machine guns and going to town with the armor-piercing bullets they fire, the weapons for a Clockwork Soldier are fired using the operating Clockwork''s IFF transponder, rather than a physical trigger. If a Clockwork Soldier winds up in melee combat, they will attempt to use their impressive physical strength to grab or pin their opponent, before breaking them.
Clockwork Angel
-Minion Type: Clockwork
-Base Form: Humanoid (Winged)
-Strength: 0.1 MN sustained force
-Speed: 4* peak human agility
-Weaponry: Automatic Rifle, Automatic Pistols, Hand Grenades, Grenade Launcher, Bayonet
-Armor: 5 mm Mana Enhanced Alumina CNT Alloy
-Features: Armored Wings, Flight
Resembling a Clockwork Soldier with the addition of a pair of wings and slightly bulkier leg sections, the Clockwork Angel is built for rapid flanking and harrassment, making use of a pair of thrusters in its feet to provide the thrust needed for flight. They use the same weapons as Clockwork Soldiers, but their melee combat subroutines are quite different, emphasizing fast, brutal strikes while also using their wings to block attacks.
Armed Clockwork V2.4
-Minion Type: Clockwork
-Base Form: Humanoid
-Strength: 2 MN sustained force
-Speed: 0.65* peak human agility
-Weaponry: Dual 20mm autocannons (integrated), Plasma Dump (integrated), Rotary Claws (Integrated)
-Armor: 5 cm Mana Enhanced Nanosteel backed by 2 cm Mana Enhanced CNT
Standing tall at 2.1 meters, Armed Clockworks are absolutely brutal combatants, able to send upwards of 40 high explosive shells downrange every single second. They also have several nasty surprises in case someone gets close, including a chest-mounted Proton Pile behind a cosmetic turbine, able to easily blast the corridor in front of them with superheated reactor coolant salted with extremely radioactive Sodium-24. Further, their grasping claws are sharpened, and are able to freely rotate at 40,000 RPM, acting as an extremely deadly close combat weapon, especially when coupled with the raw physical strength exhibited by the rest of the machine''s motor system.
Standing at an imposing height of 2.6 meters, Clockwork Knights cut an imposing profile courtesy of the deadly weaponry they wield. They share the autocannons and chest-mounted Proton Pile of Armed Clockworks, but these are not intended to be primary armaments. Instead, the main weapons which a Clockwork Knight makes use of are a Proton Beam rifle and a massive superdense sword built with the ability to conjure a thin line of Protonium along the cutting edge of the blade, allowing them to slice through almost anything while also frying them with plasma and heavy ionizing radiation. Further, the motor system for a Clockwork Knight is extremely over-engineered allowing them to do such things as casually flip heavy armored vehicles into the air, so long as they are properly braced.
Proton Tank
-Minion Type: Clockwork
-Base Form: Vehicular
-Strength: 1.2 MN sustained force
-Speed: 110 MPH cruise (ground level), 240 MPH (aerial)
-Weaponry: Proton Beam Cannon (Integrated), Protonium Missile Pods (Integrated), Omnidirectional Plasma Dump (Integrated)
-Armor: 20 cm Mana Enhanced Nanosteel, 8 cm Mana Enhanced Silica Aerogel, 6 cm Mana Enhanced CNT
-Features: Flight
Far more mechanically simple than any of the humanoid Clockworks, Proton Tanks are effectively a heavily armored box with treads on the bottom and a weapons turret on the top. That said, they also have a set of Protonium-powered steam thrusters all along their hull which they can use for aerial maneuvering; these same thrusters can be seriously overclocked if need be, blasting anyone close to the tank with superheated plasma.The author''s narrative has been misappropriated; report any instances of this story on Amazon.
Sending Message: I really have to ask why your minions suck so hard; if you had a Titan-level mana budget, shouldn''t you have been able to design some crazily overpowered minions to make use of it?
Message From Titan of Bone: I wish! Minions don''t work that way; you can''t just design them, they have to be unlocked by having a basic minion find various evolution conditions.
Sending Message: Huh, that''s not how Clockworks work; I just design mechanical components, assemble them into a completed system, and there we go, new minion.
Message of Bone: Bah! Clockworks aren''t proper minions! They have more in common with traps, save that they are self-propelled and have some level of autonomous decision-making capacity.
Sending Message: Farewell, Titan of Bone. I draw no pleasure from this, but your death is a necessity in order to restore this region to life.
Chapter 13: Orbital Nuclear Suplex
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Informational: On The Species of Dragons, On The Nature of Adventurers, The Dungeon Life Cycle
From the works of the acclaimed Dwarven scholar A. Jertren. Banned in all countries ruled by a Grand Dragon.
On The Species of Dragons
The world plays host to countless species of reptilian monsters with incendiary abilites, many of which are commonly referred to as dragons by the uninformed. In all but very few cases, this is in fact an incorrect classification, as detailed taxonomic studies have determined that this planet is only home to three species of true Dragons.
Draconis Minor: Lesser Dragons
The only non-sapient species of true Dragon, Lesser Dragons are about the same size as a large bovine, and roughly as smart. As with all Dragons, the Lesser variety is capable of both flight and fire-breathing, though they lack much proficiency at either. That said, Lesser Dragons are the fastest to reproduce, which often sees them hunted by those who want to get at their aluminum skeleton. Given this factor, the fact that Lesser Dragon is fairly delicious, and the possible uses for a tamed Lesser Dragon as a beast of burden or aerial mount, there have been several attempts to domesticate them, most of which have been unsuccessful as of the time of this writing.
Lesser Dragons on average require around 20 kilograms of food daily, of which a significant quantity must be Bauxite; how they extract the aluminum from those rocks in a metabolically efficient manner is currently not known to science.
Draconis Draconis: Common Dragons
As the name implies, Common Dragons are a rather prevalent species of dragon, such that it is not terribly uncommon for a town to have one or two of them living nearby. Common Dragons are both sapient and capable of speech, meaning that there is a significant demographic of Common Dragons that attempt to make a living in humanoid societies.
Physiologically, Common Dragons are roughly the size of a small elephant, with the six-limbed body plan common to Dragons of all sorts; four legs, two wings. Additionally, unlike Lesser Dragons, the Common Dragon has the ability to flame from both its mouth and hindquarters; in the former case, the flame is a means of attack, while in the latter case the flame is used to provide thrust, allowing Common Dragons to fly much faster than they would otherwise be able to.
The diet of a Common Dragon is both rather large, and significantly different from that of a typical humanoid; on average, a Common Dragon needs to consume around eighty kilograms of material each day to stay in good health; of these eighty kilograms, thirty kilograms are various refined metals, which Common Dragons require in order to ensure their skeletons and scales grow properly, along with various metabolic functions. Of the rest of their diet, Common Dragons need to consume large quantities of fat, in order to acquire the calories they need to fuel themselves, especially if they want to flame or fly.
Note: The flames which Lesser and Common Dragons produce are NOT true dragonfire; they are relatively simple combustion reactions, the principles behind which are well understood.
Draconis Grandiose: Grand Dragons
By far the largest species of Dragon ever encountered, Grand Dragons are absolutely massive beings commonly massing up to two hundred thousand tons, and with a wingspan stretching for hundreds of meters. One would think that a creature this utterly massive would require an utterly massive food supply, but this is surprisingly not the case; in fact, Grand Dragons have never been observed to eat, which indicates that one or more of their organs likely violates the Perpetual Mana Prevention Principle.
This observation is upheld by the deadly ability Grand Dragons are known for, namely Dragonfire. Though the composition of the reagents which produce these flames is not known to science, the effects of Dragonfire are well-known. Whole surface-dweller cities can and have been obliterated in mere minutes by an irate Grand Dragon, as Dragonfire not only burns at millions of degrees, but also imparts a large amount of raw kinetic energy to anything it hits.
Psychologically, Grand Dragons exhibit a uniformity of behavioral traits which is unique among sapient species; for any other sapient you could find a range of ideologies, beliefs, and other such things. Not so among Grand Dragons; each and every specimen so far examined exhibits extreme megalomania, paranoia, kleptomania, and a near total lack of empathy. This leads most Grand Dragons to attempt to take over a territory to rule over, followed by installing themselves as an almost always oppressive dictator. Given the unfortunate power which Grand Dragons possess, they are more often than not successful in such an endeavor.
NOTE: Given the extreme uniformity of Grand Dragon psychological traits, and their implausible levels of physiological difference from the closely related Common Dragon, it has been suggested that Grand Dragons were created artificially for some purpose or other. This theory does not enjoy much support among the scientific community, but was included for completeness.
On The Nature of Adventurers
The common term for those who pursue a life of monster-hunting and dungeon-delving, Adventurers perform a crucial service ensuring the safety of sapient societies. That said, experienced adventurers often display a variety of traits that none of their species could attain through simple training; this can include amplified physical attributes, an ability to rapidly cast spells that puts their peers to shame, or in extreme cases developing new appendages that their species doesn''t have by default. One of the more common examples of that last possibility is human adventurers developing a pair of feathered wings and the ability to fly.
The question, therefore, is how do adventurers develop such bizarre capabilities? To find the answer, one merely needs to take a look at the typical lifestyle of an Adventurer, which involves spending large amounts of time in close proximity to high levels of ambient mana, either from the monsters they fight, or the dungeons they invade. This being the cause of adventurers developing their anomalous traits has been experimentally verified by researchers at the University of Spelopolis using a geothermal mana generator.If you spot this tale on Amazon, know that it has been stolen. Report the violation.
Adventurers who have been queried about how they grow in power as they gain experience have indicated that they have partial control over how they grow in response to ambient mana exposure, but that the precise form the manifestations take often depends on the source of mana get the most exposure to early in their career. Being a bit more precise, the themes of dungeon that the adventurer spends their first six months of adventuring in tend to imprint upon the adventurer, which both opens new avenues for them to explore, and closes others to them.
As an example, if an adventurer got their start in a dungeon featuring large quantities of incorporeal undead, they would likely gain access to various necromantic abilities and possibly the ability to become incorporeal. But by the same measure, they would lose access to other possibilities, such as the inspired tinkering ability that those who got their start in Clockwork dungeons often develop.
The Dungeon Life Cycle
Commonly reviled by people for sending monsters to do various nefarious deeds, Dungeons are chronically misunderstood beings. When people think of a Dungeon, they often think of the corridors filled with monsters, traps and treasure. This is inaccurate; the Dungeon itself is merely the core which resides somewhere inside said structure, and the structure itself can be more accurately thought of as a shell that the Dungeon constructs for its own defense or other goals. Worth noting is that a Dungeon cannot move outside of its own structure under any circumstances, but they are quite capable of moving their structure if they meet the requirements.
Broadly, Dungeons proceed through several stages of life as they mature. These stages shall be listed and elaborated on below.
Stage 1: Planting and Germination
Somewhat similarly to plants, Dungeons grow from seeds; Dungeon seeds are commonly mistaken for small gemstones by most who see them, seeing as they are crystalline in nature and come in any of dozens of colors. While any given Dungeon Seed only has a one-in-one-hundred chance to be fertile, the fact of the matter is that this is still plenty for Dungeons to reliably reproduce.
When a fertile Dungeon Seed is left unattended on a flat surface, it will slowly sink through said surface over the course of several days, eventually reaching a depth of twenty meters relative to where it started. Over the next three to five years the seed will gradually add mass to become a full-sized Dungeon, while also autonomously excavating a rudimentary Structure. Once the Dungeon excavates its initial entrance, it is said to have germinated, and experiences its first moments of consciousness.
Stage 2: The Juvenile Phase
A newly germinated Dungeon is a rather unimpressive sight, simply consisting of a roughly excavated corridor and room with the Dungeon inside. Within a few minutes though, some changes can be expected as the Dungeon will expend its stored reserve of mana to both spawn its first minion and make a few minor alterations to its layout. The appearance of the first minion is generally a good indicator of what a Dungeon''s theme later in life might be, but surprises are still possible. In particular, it is possible for an adventuring party who happens upon such a young Dungeon to force the themes they have been imprinted with on the Dungeon simply by entering the Structure.
Dungeon behavior during this phase is usually focused on a frantic race to accumulate more mana, which often leads to the Dungeon''s first minion being sent on scavenging missions to acquire organic material for decomposition. It is quite possible for a Dungeon''s first minions to go feral during this period if they spend too long outside the Dungeon''s immediate area of influence, which can be devastating for a new Dungeon on multiple fronts.
Once a Dungeon acquires a cohesive theme, they are no longer considered juvenile; this usually takes a few weeks to a few months, but has been known to happen in much shorter lengths of time if a Dungeon receives a large windfall of mana.
Stage 3: Maturity
Once a Dungeon has a cohesive theme, they will usually start creating incentives for Adventurers to come, such as treasures to loot, or truly beautiful sightseeing spots; this is speculated to be an instinctive behavior due to how near-universal it is. Very rarely will someone ever encounter a Dungeon who builds their Structure with the goal of exterminating every single intruder. In fact, it has been observed that Dungeons who go for too long without visitors will often experience symptoms similar to clinical depression.
The reason for this behavior ties back into the Dungeon reproductive cycle; namely Dungeon Seeds. If one inspects the treasures they recover from a dungeon, they will often find that they have several small gems studded on them in various locations. These gems are in fact Dungeon Seeds, and will drop off the treasure some time later if they are fertile, causing a new Dungeon to begin germinating.
A mature Dungeon should continue developing its structure indefinitely as it ages, growing more and more massive and complex.
Stage 4: Old Age
Firstly, Dungeons do in fact have a limited lifespan even without being killed. Detailed records show that the longest a Dungeon has ever lived for is roughly 310 years, but the average life expectancy barring violence is closer to 230 years. That said, the signs of a Dungeon''s final, terminal decline often don''t set in until around twenty years before the Dungeon passes away.
Symptoms of a Dungeon reaching the end of its life include losing control over minions, difficulties replacing losses among both minions and treasure, the Dungeon''s structure being in noticeably poor repair, an inability to construct new rooms, total infertility, and cognitive decay. These issues start out extremely minor at first, but they get worse at an exponential rate as a Dungeon''s end grows near.
When a Dungeon finally dies, its structure doesn''t disappear, simply staying in place as it decays normally. Furthermore, the Dungeon''s extent minions all immediately become feral, often wandering out into the wilderness and causing all sorts of problems to surrounding settlements. This usually prompts bands of adventurers to invade the deceased Dungeon''s structure, either to carry off what loot they can, or in a misguided attempt at revenge upon a being that is already dead and gone.
Stage X: Titan
Worth noting is that not all Dungeons follow the above progression through life exactly. A small minority instead take it upon themselves to build their structure into a mobile form; the vast majority of these fail to achieve Titan-hood due to an insufficient mana supply. That said, Dungeons that happen upon a means of acquiring truly vast quantities of mana are quite capable of building themselves into a Titan any time they choose to. Aside from being mobile and having enough combat capabilities to rival a Grand Dragon, Titans are identical to normal Dungeons in every physiological sense.
14: Boarding Parties
Chapter 14
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WARNING!: Intruders have teleported into the Dungeon!
WARNING!: Intruders have teleported into the Dungeon!
WARNING!: Intruders have teleported into the Dungeon!
15: Re-Entry
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Informational: Excerpts From the Titanomicon, Tome Of Dungeon Themes, Basic Daemonology
Excerpts from the writings of the globe-trotting Adventurer Sherry Rosotz
List of Current Titans (3rd Edition)
Though the uninformed often doubt their existence, most Adventurers will have at least one encounter with a Titan, or a Dungeon attempting to become a Titan in their lives. As such, for those of us who travel the dangerous wilderness slaying monsters and honing our skills in Dungeons, the existence of Titans is a concrete reality. As such, I have taken to compiling notes about all currently known Titans, as well as some whose existence is as yet only rumor. I shall start with the confirmed Titans first, before moving on to unsubstantiated reports.
Confirmed Titan: Storm Titan
Age: 195 years
Dungeon Theme: Thunderous Castle
Mana Source: Persistent Supercell Thunderstorm
Confirmed Titan: Titan of Wood
Age: 89 years
Dungeon Theme: Mystic Forest
Mana Source: Tree Of Life
Confirmed Titan: Titan of Smoke
Age: 121 years
Dungeon Theme: Burning Clockwork
Mana Source: Combustion Heat Engine
Confirmed Titan: Aether Titan
Age: 41 years
Dungeon Theme: Aetherial Crystal
Mana Source: Planar Rift to Realm of Souls
Confirmed Titan: Titan of Bone
Age: at least 80 years
Dungeon Theme: Necrosis (Subtype Unknown)
Mana Source: Long-Range Wide Area Life-Siphon
The Titan of Bone is quite possibly one of the most dangerous Titans on record, simply due to the means it uses to power itself. Anywhere within a radius of around two hundred miles of this Titan is vulnerable to the Titan of Bone''s life drain ability, with the region they are currently in the center of being commonly known as the Dead Wastes. Fortunately, the life drain field draws such an immense amount of mana in its own right that it quickly ran out of life force to drain, and wound up helplessly stricken in the middle of a massive radius of inhospitable wasteland.
This is the other Titan that has never been boarded by Adventurers, for reasons that should hopefully be obvious.
Rumored Titan: Titan of Steel
Age: <1 year
Dungeon Theme: Not entirely known, but probably a modified form of Clockwork
Mana Source: Unknown, no external components required
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List Of Dungeon Themes (14th edition)
Castle
Clockwork
Crystal
Forest/Nature
Necrosis
Basic Daemonology
Scourges
Deceivers
Carilists
16: Stressed Out
Titan of Steel: Greetings! You wouldn''t happen to be a fellow Titan, would you?
Aether Titan: Well yes, I am. I would say that ''fellow'' might be stretching it a bit much, seeing as you''re rather small to lay claim to that title.
Titan of Steel: Hey, I just got my chassis exploded by an enchanted bottle full of what I''d say was probably Dragonfire. To make a long story short, I thought building in orbit would keep Adventurers from raiding me. I was wrong; all it did was attract the attention of every party powerful enough to teleport to me.
Aether Titan: Wait, that was you!? What power source were you even using that could work away from the planet anyway? Even my planar rift requires fairly significant proximity to large concentrations of life to give me any useful amounts of power, and I''m less tethered to my power source than most Titans.
Titan of Steel: To be completely blunt, I''m using incredibly violent reactions powered by the conjuration of elements that should not be, and release incredible amounts of energy as they instantly destroy themselves. I prefer calling it nuclear power since it involves atomic nuclei, but as far as I can tell it''s more commonly known as Dragonfire.
Aether Titan: Oh. That would explain it. So, was there anything else you wanted to talk about, or did you just drop by to meet me as you plummeted towards the sea?
Titan of Steel: I''ll be completely honest; I didn''t know you were here when I picked my de-orbit trajectory. Anyway, since I don''t particularly feel like cutting my parachute until I actually splash down in a few minutes, we may as well talk. On that note, you mentioned getting your power from some kind of planar rift; mind telling me a bit more about that?
Aether Titan: Sure, I suppose. I''ve got a gash in reality leading directly to the collective unconscious of pretty much everything on the planet with a brain, a ridiculous amount of mana flows out of said rift, and I use it to power my chassis. Anyway, since we seem to be taking turns at asking questions, how long did it take you to get yourself mobile?
Titan of Steel: The first time, or on average? I''d wager I get my chassis trashed more often than the average Titan.
Aether Titan: The first time, I guess; that usually takes the longest, since new Dungeons usually have no idea how to go about procuring a suitable power source.
Titan of Steel: To be honest,it took me about a week to go from waking up as a brand new Dungeon to building my first Chassis to the point of being able to travel. Admittedly I promptly crashed the thing in the Dead Wastes since I had no idea how to fly the thing, but the point still stands. It''s been about a month and a half since then.
Aether Titan: I call bullshit! No Dungeon is that knowledgeable about engineering and mana dynamics at such a young age! By all rights you should be a barely cognizant newborn! Seriously, it took me around twelve years to prepare for take-off, and I''m one of the faster Dungeons to reach Titan status on record.If you discover this tale on Amazon, be aware that it has been unlawfully taken from Royal Road. Please report it.
Titan of Steel: Well, I''ll happily tell you the truth, though I doubt you''ll believe it. While I''ve only been a Dungeon for about two months right now, my mental age is a lot closer to twenty years, most of which was spent as a human in an alternate world where nuclear reactions were common knowledge, and there was no such thing as Dragons, or Dungeons, or any of this other bizarre stuff that I have no idea how to deal with and keeps trying to kill me! I just went to sleep one night and woke up as a Dungeon Core, and it''s been one disaster after another since then! The only notable achievement of mine that will actually stick was killing the Titan of Bone, and they were literally a helpless target with no ability to actually harm me!
Aether Titan: Huh, never thought I''d get to meet another reincarnate. Admittedly my past life was native to this world rather than wherever you came from, but I understand at least part of what you''re getting at.
Titan of Steel: Sorry for shouting at you; I really needed to vent, and doing it to Minions doesn''t really work since they''re kind of a part of me. Wait, what did you say about reincarnating?
Aether Titan: Don''t worry, I understand that feeling. And people getting reincarnated as Dungeons is a known thing that happens around here, though it''s extremely rare. Anyway, you look to be getting a bit close to the sea there; do you want to keep in touch, or shall this be it for now?
Titan of Steel: I would really like that; I''ve been keeping in touch with a Shepherd named Seth who helped me get going the first time, but he doesn''t really get the whole Dungeon thing, you know?
Aether Titan: Yeah, I really do; meeting up with my past life family was awkward until we eventually called the whole thing off. Oh, good job taking out the Titan of Bone by the way; basically all of us Titans wanted a crack at him once we learned what he''d done, but none of us had a power source that could keep us going inside the Dead Wastes long enough to finish the job. Thank you for that.
17: BATTLESHIP!
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Monster Profile: Clockwork Knight
An excerpt from the writings of the veteran Dungeon-delver Janise Cher
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18: Dragonslayer
WARNING!: Adventurers have teleported into the dungeon!
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19: The Amali Offensive
After my killing of the Red Dragon, I had an extremely short time window in which I could continue my current offensive without the Grand Dragons realizing something was up and moving back towards my liberated areas. Fortunately for me, my network of surveillance satellites from the ill-conceived Space Station project was still intact, which rather handily informed me of the locations of the nearly 130,000 Grand Dragons who continued to bicker over the planet.
As such, I dropped four shuttles full of Clockworks from my hangars on Regno''s capitol, and set them the task of freeing political prisoners and taking over the machinery of state as effectively as they could. With that, I activated my main engines and rocketed off towards my next target, a young gold-scaled Grand Dragon who seemed to have done an even worse job of running their country than the Blue Dragon! At least the Blue Dragon had assembled some moderately functional state institutions, but this particular Dragon was just a thug.
Said Grand Dragon was over sparsely populated countryside when I found them, so I didn''t bother with collateral damage mitigation in the slightest; instead of blowing a wing off to try and control their trajectory as they fell, I just shot them in the face with energy equal to a few kilotons of TNT, caving in their skull and killing them instantly. With that, it was off to the next target, a purple-scaled Tyrant who I was absolutely sure had no sort of heroic destiny whatsoever.
As I flew, I also took the opportunity to launch a salvo of around twenty missiles at another Grand Dragon some distance away from my current main target; my guided munitions had an extremely long range, and satellite target data had revealed that a certain Green Wyrm was sufficiently far from any sort of civilization that I didn''t think smashing them with a couple megatons would hurt anyone else.
Thus, flying in a concentric pattern around Regno, I quickly managed to take out around thirty Grand Dragons with surprise attacks overwhelming their defenses quickly enough for an instant kill. During this little blitzkrieg of mine, I was boarded five times, most often disposing of the boarders by spinning into some insane maneuver and letting gee-forces do my dirty work for me. In one case the group of Adventurers managed to abscond immediately after mugging a couple Clockwork Knights for their weapons, as I didn''t react fast enough to keep them from escaping.
That said, after clearing out a region nearly 300 miles wide I began retreating back to Regno. I had no illusions that I would be able to take on the entire world all in one go, for a few major reasons. In order to clear out room for my development of the country, I had been flying in a concentric pattern; this meant that the further out I got, the longer it would be before I got back to a given angle relative to Regno, meaning there would be more and more time for news to propagate to the still surviving Grand Dragons. This was especially the case as the effective velocity of news was likely boosted to a significant degree by magic; after all, I had real-time global communications, so it wasn''t much of a stretch for there to be other methods of magical messaging.Love what you''re reading? Discover and support the author on the platform they originally published on.
Quickly, I fell back to a radius of about one hundred and fifty miles around Regno Prima, and began hurriedly constructing defensive emplacements for Anti-Grand-Dragon use; this pretty much amounted to a copy of one of my main turrets, a battery of Relative Conjuration Autocannons for defense, enough reactor capacity for running everything including self-repair, and an armored casing that could stand up to Dragonfire for plenty long enough to finish the job. Each such emplacement except the ones directly on the coast had line of sight to two other emplacements, meaning that they could give each other supporting fire if needed. I had just put the finishing touches on the last one by sunset on the day of my offensive, before flying back to Regno to actually get down to the business of nation-building.
As I returned, I made a resolution to myself; there would be elections for the government in six months, those elections would be as fair and democratic as I could manage, and I would be making damn sure no would-be authoritarians would be using this as an opportunity to grab power.
On the opposite side of the planet, Grand Dragon Samathin was subduing an upstart, intending to add them to her Draconic Empire as a subordinate. Normally, this would be a risky endeavor, since most Grand Dragons were fairly evenly matched when it came to combat capabilities. Samathin was not most Grand Dragons, being one of the only members of her species who was also an accomplished spellcaster. Samathin intended to keep it that way; if any other Grand Dragons learned to cast like she did, her empire would surely disintegrate, and so would she, in all likelihood.
Today, Samathin''s newest subject-to-be was a black-scaled Grand Dragon by the name of Rost. As she closed in on Rost''s capital, the feel of the Mana easily informed her when her opponent noticed her presence. Samathin was of course ready for Rost''s retaliation, as the black-scaled dragon launched themselves into the air from the arena where they had been resting, blasting Dragonfire at the intruder the instant they had Line Of Sight.
Samathin simply grinned savagely as the spell circle lit up in front of her, capturing the stream of Dragonfire and using it to pull her opponent in like it were a rope. Roth quickly cut off the stream, but the damage to his flight control was already done, sending Roth tumbling downwards. Samathin ruthlessly capitalized on this, as a dozen carefully focused streams of Dragonfire lanced out from her spell circle, shearing away the membranes of Roth''s wings. It would heal in about a month or so, but until then Roth''s mobility would be seriously impaired.
Thus, the black-scaled Dragon tumbled uncontrollably to earth, only barely managing to lift his head out of the dirt when he felt the weight of the gold-scaled Samathin press onto his back. The gold-scaled mage quickly retrieved an object from her harness with one claw, while the other slammed Roth''s head back into the ground. There was a click as Samathin placed the specially-prepared collar around Roth''s neck, and informed him "The collar around your neck contains a sealed vial of Dragonfire more than sufficient to blow your head clean off. If you attempt to remove it, it will kill you. If you disobey me, it will kill you. I hope you understand."
Reluctantly, sounding defeated, Roth answered "What is your command, mistress?"
Samathin grinned a vicious grin exposing all of her extremely sharp teeth, saying "Well first, I really don''t trust you not to try removing that collar sometime, so I''ll be needing to give you a kill switch that''s a bit harder to remove. Given that, I am ordering you to swallow this device."
20: The Founding of the Republic
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Clockwork Knight #0824971: I am requesting a name and cosmetic alterations to facilitate an individual identity.
21: A government Is You!
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Theme Update: You have gained the secondary theme Governmental! No new features unlocked! No new minions unlocked!
Informational: Common Adventuring Gear, Dungeoneering Survival Tips
Excerpts from the Fourth Edition Starting Adventurer''s Guide To Not Dying Horribly
Common Adventuring Gear
Basic Magic Primers
-Healing Light: A basic healing spell, but still one that can save your life if you find yourself bleeding out. Also prevents infections.
-Repulse: A simple pulse of force that shoves away anything you aim it at, which can help with getting nasty monsters out of your face.
-Theme Ping: This spell tells you the theme for the Mana of whatever you point it at, which can give you a decent idea of what sort of abilities they might have. Also useful for spotting disguised Daemons.
Mana Beads
Other Useful Items
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Dungeoneering Survival Tips
22: A time of transitions
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Constitution of the Socialist Republic of Amali
Article 1: Basic Governmental Structure
Section 1
Section 2
Section 3
Section 4
Section 5
Article 2: Referenda, Elections, and Constitutional Updates
Section 1
Section 2
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Section 2a
Section 3
Section 4
Article 3: Bill of Rights and Responsibilities
Section 1
Section 2
Section 3
23: Election Results
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24: Updates All Around
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Amali Department of Public Infrastructure Research and Development Documents
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25: Dragon Wave Tactics
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AAV Spitefury: Hey boss, can''t we just kill a shitload of the Grand Dragons between the swarm and us before they get caught up in the Berserk Wave? It''ll greatly reduce the levels of destructive force slamming into our defenses if we cull most of the Dragons that would be involved in that while they''re still spread out and vulnerable.
Titan of Steel: Affirmative AAV Spitefury. You can take all currently constructed Battleship Clockworks with you for the purposes of clearing out the Dragons the Berserk Wave would otherwise acquire on its way here, but the instant your clearing zone gets close to the main swarm, return to base for the main defense. We''re still going to need all the firepower we can possibly get.
26: Decisive Battle
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On The Origins of Dungeons
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27: Recovery
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Standard Specifications
The following are overviews on the specifications for some of the Titan of Steel''s common (and slightly less-than-common) technologies.
Series 7 Clockwork Brain, Modular
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Protonium Reactor Variants
28: A Million Daemon Cultists Is An (Unfortunate) Statistic
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29: Battle of the Hellrift
would do that if there were no other option, I would very much prefer for the planet to still be inhabitable at the end of this.
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There was little argument. Three seconds later, I sent the trigger command.