Titan of Steel (Dungeoncore)

1: Strictly speaking, Karyll wasn't running on internal power; she was running on stolen life energy.
2: Karyll was only important for her jurisdiction. She was basically the equivalent of a county sheriff mixed with a mid-ranking Secret Police official.
3: Seth's political awareness can mostly be chalked up to getting blasted with the Supreme Leader's old-timey propaganda machine whenever he needs to head into town.
1. But once she ran out, she went down remarkably quickly, indicating to me that what she can store is not particularly much compared to requirements.
2 and 3 together do mean that Seth is probably incorrect in his prediction unless the king is absolutely ridiculously insane because you don't start with the purges until you know or expect a major problem, rather than the "screwed up and got herself killed" that happened here. An investigation definitely, but I don't expect much more.
This is actually a fairly interesting topic though.
 
Yeah think on the type of person he left in charge and what she was doing to all those people. Benevolent is not a word i would use for either of them.
 
Well, given that she was walking beside a bunch of actively running nuclear fuel rods, right through the Cherenkov Radiation glow (!!), once whatever auto-heal she had going on ran out, she would die pretty fast.

I'm rather surprised that she didn't notice the heat of the rods at the start of the corridor of death, wouldn't they give off radiative heat like a microwave oven? Not that it would have saved her anyway, being that close is probably a fatal dose right there.

Fatal even with her regen magic since her clothes / armour / weapon / skin would have induced radioactivity. In fact, her body probably deserves to end up in the bottom of a radioactive waste containment pool, as does anything originating from that dungeon. Burying her (and those knights who got a blast of nuclear reactor coolant) is going to just poison the land with radioactive elements. Wouldn't be surprised if her body starts to glow at night. =D

Not sure how the conscripts in the room would fare with that, given that the corridors they entered by are probably also radioactively 'hot'. Unless magic healing exists that even peasants can get?
 
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Well, given that she was walking beside a bunch of actively running nuclear fuel rods, right through the Cherenkov Radiation glow (!!), once whatever auto-heal she had going on ran out, she would die pretty fast.

I'm rather surprised that she didn't notice the heat of the rods at the start of the corridor of death, wouldn't they give off radiative heat like a microwave oven? Not that it would have saved her anyway, being that close is probably a fatal dose right there.

Fatal even with her regen magic since her clothes / armour / weapon / skin would have induced radioactivity. In fact, her body probably deserves to end up in the bottom of a radioactive waste containment pool, as does anything originating from that dungeon. Burying her (and those knights who got a blast of nuclear reactor coolant) is going to just poison the land with radioactive elements. Wouldn't be surprised if her body starts to glow at night. =D

Not sure how the conscripts in the room would fare with that, given that the corridors they entered by are probably also radioactively 'hot'. Unless magic healing exists that even peasants can get?
The radiation emitted by Proton Piles is pretty much pure gamma rays; it doesn't radioactively activate things anywhere near as much as the neutrons and fission fragments sprayed out by nuclear fuel rods.

EDIT: That said, entering that second floor corridor without ALL the radiation protection is just asking for a lethal dose, even when the trap isn't technically running.
 
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You wouldn't get Cherenkov Radiation without charged particles moving through a medium, right? Those piles wouldn't just generate gamma rays only, otherwise there wouldn't be a visible glow except for black body heat.

That said, those proton piles would disintegrate into very high speed protons. That's your charged particle (for the blue glow) and it is still radiation that can activate things.

EDIT: also, isn't that called a Uranium trap? Presumably the dungeon core could just dope the proton piles with some amount of neutrons to get Alpha particle radiation.
If someone got to the corridor of hot radioactive death, being environmentally friendly probably isn't high on the dungeon core's mind.
 
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You wouldn't get Cherenkov Radiation without charged particles moving through a medium, right? Those piles wouldn't just generate gamma rays only, otherwise there wouldn't be a visible glow except for black body heat.

That said, those proton piles would disintegrate into very high speed protons. That's your charged particle (for the blue glow) and it is still radiation that can activate things.

EDIT: also, isn't that called a Uranium trap? Presumably the dungeon core could just dope the proton piles with some amount of neutrons to get Alpha particle radiation.
If someone got to the corridor of hot radioactive death, being environmentally friendly probably isn't high on the dungeon core's mind.
Thing is, Proton Piles are almost exclusively conjured into a significant volume of water, which does a pretty good job absorbing charged particles.

And yes, the second floor corridor uses Uranium.
 
Oh, also, a number I'd like to know for curiousity's sake would be the ratio of mana for:

reactor construction cost : reactor running cost : reactor yield

This determines the net replication rate.

Eg. If the ratios are something like 10:2:1, then one reactor can make another every 10 hours. This gives a duplication time of 10 hours. In practice, it would be slower than that since the dungeon has to make corridors and defences to support its volume/area.

This number is very important of course, since it controls the rate at which the dungeon core gains power. Exponential growth is fun! Trying to get that duplication time number lower is the most important research the dungeon can do.


EDIT: another potential defence I can think of for the dungeon would be to make defensive clockworks out of radioactive alloys and just have it be super tanky.
The longer you take to kill it, the more you die!
 
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Oh, also, a number I'd like to know for curiousity's sake would be the ratio of mana for:

reactor construction cost : reactor running cost : reactor yield

This determines the net replication rate.

Eg. If the ratios are something like 10:2:1, then one reactor can make another every 10 hours. This gives a duplication time of 10 hours. In practice, it would be slower than that since the dungeon has to make corridors and defences to support its volume/area.

This number is very important of course, since it controls the rate at which the dungeon core gains power. Exponential growth is fun! Trying to get that duplication time number lower is the most important research the dungeon can do.


EDIT: another potential defence I can think of for the dungeon would be to make defensive clockworks out of radioactive alloys and just have it be super tanky.
The longer you take to kill it, the more you die!
For my Gen Zero prototypes, they take 10 mana to build, consume twenty mana per hour for conjuration (most of this goes towards coolant), and output ten net mana per hour. Significantly improved reactors are coming, I assure you.
 
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...

Do you need really better reactors given those numbers? Even assuming a very generous 1 room per reactor (clearly not the case given they fit in corridors but I'm including piping for venting steam), that's a 1.5 hour duplication time.

That's insane.

In the course of a single day, assuming all reactor output is put towards construction of new reactors and space for them, power output would rise by 24 / 1.5 = 16 duplications. That's 65 thousand times.
Even if building non-reactor space like stairs, opening new floors and so on add the cost to a net of 20 mana per reactor, that's still 2 hours duplication time = 12 duplications in a day. That's a 4096 times increase in power output.

Even with messenger magic a militia might send when Drake Guard fails to report back, that's how many days the dungeon has to ramp? Unless they immediately teleport a response force, without say, interrogating the villagers by being paranoid, by the time any pseudo medieval society can react, the dungeon would be done with the robot.


The best part is that the reactors look like atmospheric props to people who don't know what they're for, being inscrutable machinery the dungeon likes to use as pillars. Too bad standing around them is not healthy for you.


... ...

Psst.

By the way, have you heard of this delicious thing called the Nuclear Salt Water Rocket? It's the atomic torch engine for aspiring astronauts who need to go fast and go far! You can get yours too! And yours won't have the messy problems of needing to store nuclear fuel.

Sure, it'll leave a crater that'll glow blue for the next thousand years on the launchpad, but we machines don't care about that, do we? =D

It would be funny if after the dungeon core gets up and leaves in an oversized titan, what remains continues to build atomic clockwork, decoy titans and launch atomic satellites on nuclear fireworks. People looking to kill the dungeon, dive into what looks like the dungeon but doesn't contain the core any longer and is basically a glorified factory / nuclear deathtrap.
 
...

Do you need really better reactors given those numbers? Even assuming a very generous 1 room per reactor (clearly not the case given they fit in corridors but I'm including piping for venting steam), that's a 1.5 hour duplication time.

That's insane.

In the course of a single day, assuming all reactor output is put towards construction of new reactors and space for them, power output would rise by 24 / 1.5 = 16 duplications. That's 65 thousand times.
Even if building non-reactor space like stairs, opening new floors and so on add the cost to a net of 20 mana per reactor, that's still 2 hours duplication time = 12 duplications in a day. That's a 4096 times increase in power output.

Even with messenger magic a militia might send when Drake Guard fails to report back, that's how many days the dungeon has to ramp? Unless they immediately teleport a response force, without say, interrogating the villagers by being paranoid, by the time any pseudo medieval society can react, the dungeon would be done with the robot.


The best part is that the reactors look like atmospheric props to people who don't know what they're for, being inscrutable machinery the dungeon likes to use as pillars. Too bad standing around them is not healthy for you.


... ...

Psst.

By the way, have you heard of this delicious thing called the Nuclear Salt Water Rocket? It's the atomic torch engine for aspiring astronauts who need to go fast and go far! You can get yours too! And yours won't have the messy problems of needing to store nuclear fuel.

Sure, it'll leave a crater that'll glow blue for the next thousand years on the launchpad, but we machines don't care about that, do we? =D

It would be funny if after the dungeon core gets up and leaves in an oversized titan, what remains continues to build atomic clockwork, decoy titans and launch atomic satellites on nuclear fireworks. People looking to kill the dungeon, dive into what looks like the dungeon but doesn't contain the core any longer and is basically a glorified factory / nuclear deathtrap.
Yes, better reactors are required, solely because the amount of power needed to run the Titan won't physically fit in the Titan chassis with current designs.
 
06
The questions and answers between myself and those I had saved from the Drake Guard continued for about an hour, with the townsfolk gradually filtering out after I had cleaned the corridor outside of what little residual radioactivity the Clockwork Knight had produced by firing its Proton Pile.

What I learned of the situation outside my dungeon only strengthened my resolve to achieve mobility as soon as I possibly could. The country of Regno, as it turned out, was under the control of an absolutely brutal dictatorship that brought to mind all the worst aspects of North Korea and an extortion-heavy mafia racket. Of the incredibly heavy taxes that were being levied, not a single coin's worth went towards projects that would make people's lives better as far as I could tell.

Further, absolutely anyone looking for new knowledge that could possibly be used against the regime was publicly executed in an incredibly brutal fashion, after having their vocal chords ripped out so they couldn't scream their forbidden knowledge to anyone as they died. Law enforcement meanwhile completely ignored crimes against average people, instead solely concerning themselves with discovering and destroying threats to the regime. War meanwhile was constant, as the Supreme Leader constantly fought with rivals who were just as bad for territory and taxation rights.

All of this would have been enough to make me want to forcibly bring this mess to a crashing halt on its own, but then there was the regime's policy on Dungeons. Namely that a contingent of the Drake Guard was to be stationed outside, and completely smash and plunder a dungeon every twelve hours to prevent them from becoming a threat and to send more treasure to the Supreme Leader's hoard. With that knowledge, my course of action was cemented.

Immediately, I began digging deeper and constructing more of my torso. One of the more important decisions I made during this period was that I would be housing my primary power plant in a 'backpack' unit partially embedded into my main hull. While it wouldn't be anywhere near the full output I would need in order to attain independent mobility, I had still taken the opportunity to stuff the 'backpack' with Proton Piles, which would speed my construction further.

The fact of the matter was that I needed better reactors, but I also couldn't afford to take my attention away from engineering my body further. Then I remembered that now I had minions other than Clockworks to work with, minions that were explicitly stated to be good with machinery. With all of two minutes work, I quickly adjusted the space in my right shoulder to contain a laboratory for tinkering with reactors, and splurged the remaining mana I'd gotten off the Drake Guard to summon ten Basic Gremlins.
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.
As it turned out, Basic Gremlins looked an awful lot like the popular conception of fairies, which is to say tiny humanoids with insectile wings. There were some differences however; for one, Gremlin ears were large and triangular, jutting out from the sides of their heads. Second, they apparently either had very sensitive eyes or something, because every single Gremlin was wearing a pair of large steel-rimmed tinted goggles so dark that I was incredulous that they could see anything at all through them. Other equipment was greatly varied, but I also noticed that each Gremlin was equipped with both a Geiger Counter and a very conspicuous radiation dosimeter. Apparently my theme had something of an impact.

As soon as I was done gawking at my first ever biological minions, I ordered them "There is a Proton Pile reactor in the other part of your lab, behind the radiation bulkhead. I want you to do your absolute best to improve on its maximum mana output per unit of volume, as I will need performance at least twenty times what it currently offers in order for what I have planned. As long as you follow proper radiation safety protocols, you have free reign."

As one, my squad of Gremlins saluted and replied "Yes sir, we will do our level best!" and got to work. Simultaneously, a notification popped up.
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
I had mana to burn, so I immediately hit 'yes' and allocated twenty mana per hour. With the vastly reduced costs associated with working in a Lab, that should allow the research team to go wild with their ideas.

Anyway, I had more construction that I would be needing to undertake in order to achieve my goals, so I got right to it. Next on the agenda, I needed more stuff between my core and the outside world. After all, that 'little' intrusion from the Drake Guard came far too close for comfort. As I dug, I cheerfully noted that my large number of floors meant I would be able to deploy a much larger proportion of floor bosses than normal.

Honestly, Seth was amazed that he was still alive considering that he had just been conscripted by the Drake Guard and forced to enter what was apparently one of the deadliest Dungeons he'd ever heard of. Then again, the one close to home was the only Dungeon he'd ever seen firsthand, so it wasn't like he had much to compare against.

Still, one thing was very definitely on Seth's mind. Namely that he needed to tell his family what had happened, and they needed to move as soon as possible if they wanted to avoid the Supreme Leader's retribution. Fortunately for Seth, he knew exactly how to get home from here, and without needing to keep his sheep on track he would be able to make the trip a lot faster than he had previously.

A couple hours later, Seth arrived at the house he lived in with his family, knocking on the door as he said "Djain, it's me Seth."

The door swung open, as Djain looked Seth up and down, before asking "Seth, what happened? It's almost morning now, and you didn't head out all that long after sunset."

Seth replied honestly, saying "Karyll Scaleridge showed up and dragged me off to a dungeon that popped up along with about a hundred other people. Fortunately the dungeon noticed what was going on and managed to keep most of us safe, but Karyll and her entire contingent of Drake Guard are dead."

At this, Djain almost fell backwards, before she said "That means that the Supreme Leader will be coming here to end us all, won't it? What will we do?"

Seth frowned, before saying "It's a long shot, but I think we might need to go to the dungeon for help. I think we'll be needing that jar of beads my grandmother left to me as something to bargain with. Anyway, I'll get the flock ready to move if you wake the boys, and we should be ready to head out in not too long. But first, I need something to eat, seeing as I've been up all night and haven't eaten."
 
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would be a fun read if some one did a fic like this but tony stark was the one reborn as a dungeon core arc reactor would be much better and ironman suits t clockwork but to balance it out he would have to be reborn into a cultivator world
 
Oh! A 20 mana per shot weapon: core dump! Flush a still reacting proton pile in the general direction of your enemy and watch them dissolve into a radioactive goop!

Fitting the corridor of death reactors might be overkill? ... Nah, no such thing as overkill.
 
Oh! A 20 mana per shot weapon: core dump! Flush a still reacting proton pile in the general direction of your enemy and watch them dissolve into a radioactive goop!

Fitting the corridor of death reactors might be overkill? ... Nah, no such thing as overkill.
Like, venting a Proton Pile at someone is an idea I'd already come up with (see the Clockwork Knight for an example).
 
This is Escalating quickly and I love it.

Muahahahahahahahahahahahahahahah! H. A. H
 
Seth frowned, before saying "It's a long shot, but I think we might need to go to the dungeon for help. I think we'll be needing that jar of beads my grandmother left to me as something to bargain with. Anyway, I'll get the flock ready to move if you wake the boys, and we should be ready to head out in not too long. But first, I need something to eat, seeing as I've been up all night and haven't eaten."
Huh. I'm surprised you didn't actively offer them employment. You said that you spent an hour talking with them -- clearly there was a general political background, but I wouldn't think that would take more than a few minutes. Aside from that, what sort of things were discussed if not "hey, come work for me and we can protect each other from the Supreme Leader"? Well, then again, I suppose they're medieval serfs and really have nothing to offer you. Speaking of which....

I'm enjoying the story and already punched that 'Watch Thread' button, but I'm a little concerned about the lack of challenge thus far. Dungeons face a certain number of basic constraints: finding minions to do things for them, getting mana/feedstock/whatever to do things, time needed to do things, space needed for rooms, ability to work outside the dungeon, research time to unlock new blueprints, etc. You set this up nicely in the beginning with the choice of what sort of minion to start with -- there were tradeoffs between strength, utility, cost to summon, and ability to operate outside the dungeon. It was an interesting optimization problem that had a lot of narrative potential energy. You then handwaved away all of those problems; the dungeon can build stuff trivially and quickly, conjure minions, already has all the space it wants, generates as much power as it wants just by building more reactors[1]​, can trivially build drones that operate outside the dungeon freely, can conjure research assistants, etc. Your only challenge thus far was the Drake Guard contingent, but that wasn't actually a challenge -- it amounted to "I saved all the peoples, then killed all the mooks in the span of half a sentence, then sword lady died after a while without really endangering anything important." There was no tension, no sense of real danger. I hope that you're going to start running into some actual constraints or this is going to end up a Mary Sue story very quickly.

With all the negativity stated, let me close on the positive: I'm enjoying it so far and look forward to more. An Atomic Clockwork dungeon is a funny idea and the protagonist seems to be doing smart things, like using the radiation as a defense system. Always nice to see.


[1] Speaking of power, why did the dungeon stop building reactors? They're mana-positive from the beginning and it's got a crapton of empty space. Fill everything with reactors and recycle them when you need the room. Also, conjure a crapton more gremlins.​
 
Huh. I'm surprised you didn't actively offer them employment. You said that you spent an hour talking with them -- clearly there was a general political background, but I wouldn't think that would take more than a few minutes. Aside from that, what sort of things were discussed if not "hey, come work for me and we can protect each other from the Supreme Leader"? Well, then again, I suppose they're medieval serfs and really have nothing to offer you. Speaking of which....

I'm enjoying the story and already punched that 'Watch Thread' button, but I'm a little concerned about the lack of challenge thus far. Dungeons face a certain number of basic constraints: finding minions to do things for them, getting mana/feedstock/whatever to do things, time needed to do things, space needed for rooms, ability to work outside the dungeon, research time to unlock new blueprints, etc. You set this up nicely in the beginning with the choice of what sort of minion to start with -- there were tradeoffs between strength, utility, cost to summon, and ability to operate outside the dungeon. It was an interesting optimization problem that had a lot of narrative potential energy. You then handwaved away all of those problems; the dungeon can build stuff trivially and quickly, conjure minions, already has all the space it wants, generates as much power as it wants just by building more reactors[1]​, can trivially build drones that operate outside the dungeon freely, can conjure research assistants, etc. Your only challenge thus far was the Drake Guard contingent, but that wasn't actually a challenge -- it amounted to "I saved all the peoples, then killed all the mooks in the span of half a sentence, then sword lady died after a while without really endangering anything important." There was no tension, no sense of real danger. I hope that you're going to start running into some actual constraints or this is going to end up a Mary Sue story very quickly.

With all the negativity stated, let me close on the positive: I'm enjoying it so far and look forward to more. An Atomic Clockwork dungeon is a funny idea and the protagonist seems to be doing smart things, like using the radiation as a defense system. Always nice to see.


[1] Speaking of power, why did the dungeon stop building reactors? They're mana-positive from the beginning and it's got a crapton of empty space. Fill everything with reactors and recycle them when you need the room. Also, conjure a crapton more gremlins.​
Well, there are still definite limits, mostly related to an inability to effect large scale construction efforts outside my immediate sphere of influence. That said, most of the challenge is actually supposed to be taking place after getting initial mobility going. And when I was planning this story, I was like "I need to get to that point by chapter eight, or I might not manage it before I hit burnout."

So yeah, any perceived 'this is too easy' is entirely due to my self-imposed timeline.
 
Example Timeskip (Omake by Eaglejarl)
Well, there are still definite limits, mostly related to an inability to effect large scale construction efforts outside my immediate sphere of influence. That said, most of the challenge is actually supposed to be taking place after getting initial mobility going. And when I was planning this story, I was like "I need to get to that point by chapter eight, or I might not manage it before I hit burnout."

So yeah, any perceived 'this is too easy' is entirely due to my self-imposed timeline.
Okay, I get it. Does that mean that you are certain you'll hit burnout and abandon the story at some point, or simply that if you didn't make it to mobility before chapter eight then you might have burned out?

Also, a suggestion: if the part of the story you want to write is the post-mobility part, don't faff around. There's no reason you have to spend eight chapters on the buildup -- you're setting all the rules, so just set them in a way that makes mobility easier to get to. For that matter, just timeskip:


The next three weeks were a frantic nightmare. There was never enough time or mana to do things right, only enough to do them fast. I hammered out power plants with reckless abandon -- I didn't have time to build the dungeon's cargo hold properly, so I was going to need to leave the majority of the reactors behind, but for now I needed the juice. Power cables snaked across the floors instead of being run properly through the walls. Many of the cables were slowly melting in the thermal bloom of the reactors--by skimping on shielding I was able to shave a few mana off the cost of building them and I needed every point. I balanced conjuring clockworks to help with construction against conjuring the infrastructure needed; had I still had hair I would have been tearing it out. Everything was constantly on the edge of exploding or simply falling apart, gremlins running maintenance every moment and cursing roundly at my shoddy construction and all the extra work it caused. It wasn't sustainable, but it was enough.

Finally, finally, it all came together. My hull was clumsy, ugly, poorly designed, and slow...but it was mobile, and it contained everything I would need to improve things later. For now, it was time to get out of Dodge.

Mobile Dungeon 1 lumbered up out of the earth with a creaking groan, sluffing off dirt and shrubbery as it rose. In the crater behind it, explosive charges destroyed everything that remained and buried it under hundreds of tons of pre-prepared deadfall. Three hundred reactors went cold, their runic arrays destroyed in the explosions. Scores of support labs and construction rooms fell in on themselves. Dozens of clockworks that I hadn't been able to fit into the new hull melted themselves down. Kitchens, storerooms, bins for the parts I hadn't managed to bring aboard -- I wasn't leaving any of it behind for my enemies to study.

With a poorly-oiled grinding, I turned my clockwork gaze to the north and strode off, one slow step at a time. I needed to find a safe place, a place where I could fix the abominations I'd had to commit in order to get moving. A place where I could build up properly before the oh-so-satisfying 'conversation' I intended to have with the Drake Guard and their soul-stealing, dungeon-trampling ways.
 
07
It had barely been two hours since I conjured my crew of Gremlins when I received a veritable barrage of notifications simultaneously.
notification
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!

Quickly, I decided that I would be prioritizing what the Gremlins had to say over the individuals at the entrance, switching my perspective to the Engineering Lab in what would soon be my right shoulder. Immediately, I told my research team "Good job on leveling up and your work on the reactors so far. Now, would you mind summarizing what you've actually done?"

One of the Gremlin Engineers turned to look at my... perspective was a good enough term, before saying "Well, we haven't quite gotten it to the level you specified, but we've managed a pretty good interim step with about three times the effective output. See, we noticed that most of the mana cost associated from running a Proton Pile was from conjuring new coolant, so we-"

I interrupted my subordinate, saying "Thank you. I very much appreciate the explanation, but right now I need to check on something happening at the door. It would be appreciated if you would write down the technical details for my later consumption."

With that, I switched my perspective to the entrance, to see who it was that I would be needing to deal with. To my surprise, it was actually Seth, the shepherd who had both given me that mana bead and wound up being forced to visit me during the incident with Karyll Scaleridge. There were a few people accompanying him, along with his sheep and a couple dogs, meaning that he had probably brought his family.

Quietly, I directed my first Basic Clockwork to the entrance, while also opening the doors leading from the exterior to my first floor safe room. My machine then spoke to the incoming batch of townsfolk, saying "Hello, Seth. I take it that this is your family?"

"Hello, Seth. I take it that this is your family?"

As the dungeon's minion spoke, Seth nodded, saying "Yes. Dungeon, meet Djain, Samuel, and Adam."

There was a brief pause, before the metallic being replied "Nice to meet all of you. Anyway, there must be some reason why you came to speak with me, so you might as well get right to the point."

The shepherd nodded once more, before he said "Now that Karyll is dead, the Supreme Leader will almost certainly think that the county is in open rebellion. As soon as he hears of this, he will be coming here to kill everyone who could possibly be a threat to him, and I want to get my family out of here before that happens."

There was another brief pause, before Seth added "I can even pay you." and revealed the small jar of shining purple beads he was carrying with him.

The Dungeon seemed vaguely stunned for a few seconds, before he asked "Seth, were you by any chance aware that every single one of those beads is made out of pure compressed mana?"

The shepherd shrugged, saying "After you mentioned last night that you probably wouldn't have been ready for Karyll without it I figured you had some use for them, but I hadn't quite known what, I'll admit."

With that, the Dungeon's minion nodded, saying "You can wait in the safe room while I come up with something. A good chunk of my attention will be focused on other tasks, but rest assured that I will do my level best to make sure you can get out of here safely."

In the basement of the Supreme Leader's palace, a mannequin began to write. This was no ordinary mannequin, quite obviously, instead being a form of sympathetic magic based on the ancient practice of making a voodoo doll of someone. Instead of the mannequin having an effect on its original however, now the original was having an effect on the mannequin, causing it to mirror their movements as they sent a report back to the capitol. The movement of the mannequin tugged on a string, which then caused a bell to ring in the supervisor's office.

The supervisor walked through the corridors to the writing desk, arriving just in time to see the report from Gyrten County completed and stamped shut with the official wax seal. Picking up the report, the man took it back to his office, before walking up the stairs directly into the Grand Throne Room. After all, the Supreme Leader took a very dim view on anyone possibly being able to smuggle messages out from the official communications system.

The Grand Throne Room was by far the largest building in the entire kingdom to anyone's knowledge. Dwarfing any cathedral anyone had ever even heard of, the massive structure was held up almost entirely by magic, for the simple reason that none of the mundane architects thought the job was possible. They had been promptly executed for their refusal. The Grand Throne itself was similarly massive, such that a hundred men could stand shoulder to shoulder on it and still have room to spare. The official occupant of said Grand Throne, on the other hand, found it only barely large enough to be comfortable.

As soon as the supervisor of the message system made it into the throne room, he turned and bowed to the Supreme Leader, before he said "Your magnificent greatness, I come bearing a message from the Drake Guard in Gyrten County!"

Sunlight from the impossibly large stained glass windows glittered off the Supreme Leader's cobalt blue scales as they leaned down and ordered him "Very well then, read it!" the heat from their dormant flame radiating throughout the room as they did so.

The supervisor nodded, before popping the wax seal on the report and reading "A cloud of smoke appeared on the horizon near the town of Cleft. Deputy Karyll Scaleridge took a contingent of Drake Guard to investigate, accompanied by a levee of peasant conscripts. Several hours later, the peasants returned with no sign of Karyll or her Drake Guard contingent. Subsequent interrogations of several of the returning peasants indicated that they had been brought to a Dungeon, which had killed the Drake Guard but had secretly hidden the peasants in a concealed room."

With that, the man looked up at the massive Grand Dragon ruling the country of Regno, as he asked "Should I compose a response, sir?"
 
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