《Down the Deep Blue Hole》Volume 1 Chapter 2: I Choose You!
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Okay, deep breaths. There has to be a fair reason for this right? Let me just double check.
Access Denied
So it's confirmed that selecting the "Monsters" option is denied. Hmmmmm....... Let's go with a different options. One thing I have learned in my (past) life is to take the most obscure option which may or may not just work. It won't hurt to try. I mean, come on. who does not like a cookie cake right? ... Right, no more digressing and lets get back to business. Let me just try.........
"Tutorial!".....
"Tutorial Mode!"......
"Help!"...
"Archive!"...
No effect. Well, I thought so. Probably no way that the creator of these blue screens wou- Hold on. These are Blue screens. Then how about, say....
"Green Screen!"....
"Purple Screen!"...
"White Screen!"... ....
This may call for some drastic measures. I have wasted precious time trying to figure you out you garbage stinking pile of @#$&! Just give me some hints already jeez! *sigh* One last try. They say third time is the charm.
"Guide"
Ohhhh, it worked. I can feel it. Lucky~!
"Monster Guide"
Monster Guide
The guide availible to all new-born dungeons regarding their starting Monster Race.
The starter race of a dungeon is of the utmost importance as it determines the direction in which the dungeon itself heads as a whole. There is a huge variety of races to choose from, all of them with their own perks as well as disadvantages.
As the dungeon evolves itself and its monsters, the attributes or characteristecs of the monsters may begin to vary and no longer resemble the starting race itself. However, as long as the monster bears even the most miniscule of semblance to the notable features of the starter race, it should still be plausible.
For example, take a dungeon that took goblins as its starter race. As it grows and changes, the goblins may evolve to become hobgoblins, which is the main evolution in the evolution path of a goblin. Further down, said hobgolin then evolves into a minotaur. While a minotaur bears little to no semblance to goblins, the characteristic trait of the goblin which is low intelligence still carries over to the minotaur. This marvel of evolution allows for truly complex and diverse options for dungeons. Remember, the path the creature took to evolve to the new creature bears a huge importance. Taking the same example, a minotaur evolved from a goblin is far inferior to a minotaur that has evolved from an imp. This is because of the key traits that has been passed over during evolution which is defined by the dungeon. Making the correct choice in starter creatures to complement the further evolutions is a key decision that a new-born dungeon will have to make.
However, it is not as if the evolved creature will be fully confined to the dungeon's starter race. The answer is Variants. Variants are, as the name suggests, a variation of the current species. A variant is vastly superior to any of its non-variant cousins even in a disadvantageous position. A goblin variant of the weakest kind is easily capable of holding its ground against 5 goblins. Still, variants are a rare occurence which requires specific situations to be met before mutating into a variant.
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Choose wisely, dungeon, for this choice will determine your life to come.
Interesting.... I still like the fact that it said "availible to all new-born dungeons" when I spent literally forever to find this out. Okay maybe not for ever but hey just get the joke. Down to the real juicy parts of my new life as a dungeon now. Let us begin the info-dump starting phase.
"Creature Guide"
Creature Guide
A guide regarding the starting Creature Race availible to all new-born dungeons.
What is the point of having Monsters when they would starve without food anyways. Thus the reason for the dungeon creatures. While usually confused with the dungeon monsters themsleves, a dungeon creature is vastly different when compared to a dungeon monster. A dungeon creature is far weaker that a dungeon monster and usually is simply a mirror image of common docile monsters of the wild. However, it is possible for the dungeon to influence them to evolve and mutate into different versions of their former selves. Meant as a food source for the dungeon monsters, a dungeon can influnce them to become slower and easier to catch, make them fatter or go the other direction and make them violent and defensive and a deterrent to potential intruders[intruder guide currently locked].
Most dungeons can spawn[see spawn guide] creatures at minimal costs, or simply breed them and allow them to populate as both options are viable. While not as an important choice as choosing the Starter Monster Race, picking the correct food source allows the monster to grow easier.
Choose wisely, dungeon, for this choice will determin your life to come.
Uh-huh. I'm very excited. Not~. I was just thrown into this heap of garbage with no prior warning, now you are expecting me to make a life long decision? Pfft, and people thought picking their Junior College was a huge decision. At least they had the time and prior time to freaking consider their choices.
Basic Starter Guide has been read. Now presenting the list for Starter Monster Race
Great, here it comes.
Starter Monster Races Goblin[recommended] A tried and true race that has become synonymous with dungeons. With high versatility, high breeding rates and an all rounded status. These little critter, while weak, make up for it in their numbers. If 100 does not work, throw in 1000. If it still does not work, throw in 10,000. Even with comparatively low intelligence, they make up for it with their capability to learn and adapt. This allows for many many different branches of evolution and provides a huge amount of utility to the dungeon. One of the disadvantages, however, is that their population explodes when not controlled and they tend to consume all the food source in the vicinity. Imp The weakest of all Demons, the reflection of the goblin in the Demon world. It's true, they even look the same, minus the wings and tail. With a weak affinity for weak magic, they utilise the same concepts as the goblins. Swarming with numbers. However, they breed far slower and are able to learn and adapt far slower. Their evolution path is also more limited due to their Demon heritage. This is not saying that they are weak, as an imp can easily out duel a goblin with its crafty tricks and its evolutions are not to be scoffed at. Their daily food intake, however, leads much to be desired Insect The embodiment of fear of all mankind, these chitinous monsters march without tiring until their goal is accomplished. With them, there is only one goal. Keep the Queen alive and let her rule the world, or however big the dungeon is. Most of these insects have little to no free will, only following the orders from above, putting them at one of the lowest intelligence levels in this list. But, in contrary, the Queen on the other hand posses one of the highest intelligence in this list. Simply put, evolve the Queen and the insects evolve with her. With sufficient aid, these critters can pull of complex strategies well before any of the other races. On the other hand, these bugs breeds comparatively slower and also has a more limited evolution path, which is by no means any weaker. Animal[recommended] The name explains itself. The dungeon can select one species of the animals(mammals usually) as its starting race and works off from there. Possesing an uncanny amount of intelligence for a starter race, these animals are easily one of the stronger starting races. In retrospect, they have an extremely long gestation period compared to the above and take far longer to be combat ready. Forming packs at the early stages and and a Party later, animals have a strong cohesive nature even if they were solitary in the wild. While most go for predators, non-predatory animals can also be changed to become predatory. With a fairly diverse evolution path, these monsters are reconmmended as a starting race. Reptile The name explains itself. The dungeon can select one species of reptiles as its starting race and works off from there. These scaly little beasts posses humongous amounts of strength which can be easily underestimated. With a high affinity for toxin, these creatures are highly adaptable and can respond to almost any enemy with the vast amounts of tools this race provides. With a decently long gestation period, these monsters may take time to get combat ready. Still, even a newborn reptile monster can kill the unwary. They posses a fairly diverse evolution path and are capable assasins. Undead The dead that has returned to life in the depths of the dungeon. By usilising the souls of the dead who still cling onto life, the dungeon is capable of creating the undead to fight for it. These undead cannot feel pain and can only die by specific means. Generally, they tend to weaken under the sun but exceptions exist. This also makes them unable to reproduce until the dungeon discovers an undead race that has functional reproductive organs. With little to no intelligence, these undead exist only to serve their ressurector and are capable of decimating enemies with there devastating strength and tenacity. Choosing this option will also provoke certain parties, as well as turn all the dungeon creatures undead as well. They have a limited evolution path which can lead to an intelligent being. Aquatic[locked] -------------- Spirit[conditions not met] -------------- Golem[conditions not met -------------- Larval The weakest of all the races, yet also posses the most potential. Hatched from fragile eggs that takes an adequete amount of time to hatch, these critters overwhelm their enemies with numbers. They are highly adaptable and will assimiliate with any of the surroundings to form unique variants. This makes their evolutionary path one of the most versatile in the entire list. Although they are still very weak as larva, once they achieve certain conditions they are capable of metamorphing into a far more potent force. Custom By selecting one or more of the races as a base, one can customise its characteristics and change it in such a way that it suits the desired path the dungeon wishes to take. One example is an Arachnid dungeon, which is a variation of the insects into arachne. {this option is only availible to dungeons with unusually high intelligence.}
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Ohhhhh kay... That's one tough cookie. I like the idea of insects, no wait the larva, but imps man who does not want Demons... ... I guess I have to respect my past life. I will recreate those living tarnations of hornets and I WILL succeed... ... No, hold the phone. If I were to pick insect, then that means that spiders and other bugs will be out huh. Oooooh that's a tough one. If I were to pick larval... but that may mean not being able to get my hornets.... GOSH DARN IT why do these choices have to be so hard. No wait, wait wait wait wait, let me just check that again. "customise its characteristics and change it in such a way that it suits the desired path the dungeon wishes". Ho ho. Oh ho ho. I have found it boys. Here it comes.
You have selected to customise one of the starting races. Please select the Race you wish to customise Goblin Imp Animal Insect Larval Undead Reptile
"Larva"
Please specify your customisations.
What was that thing again. Oh yeah, it's called oviparous isn't it. The one where they all lay eggs. Yeah, I like that. It opens a lot more options as well. Let's make this the dominant trait and replace whatever the larva has.
You have changed your dungeon Monster Race characteristic to be oviaparous. All of your monsters are now egg-laying. Do you wish to confirm and proceed with larva as you starting monster?
[Y/N]
GO! Oviparous Larva I choose You!
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