S.N.O.N.

In the secluded village of Nevermelt, Raph, Ixen, and Eris gather around a new construct. After placing the wiring in the skull of the new construct, Raph's creation came to life. This was the start of the Smart Non Organic Neutralizer, or S.N.O.N. for short.

The earlier iterations of S.N.O.N. had a robotic syntax when he spoke, but after multiple iterations, his voice became much more human-like. See more about this in S.N.O.N. Contextualized.

Early iterations of S.N.O.N. were clumsy and awkward, requiring multiple changes to code, written by Raph and Ixen, to stabilize. S.N.O.N. would go through multiple iterations of models, due to provoking other golems within the village, falling from great heights, or being destroyed in combat with people. However, after the fourth iteration, S.N.O.N. MK-4, S.N.O.N. was able to independently construct himself using a chamber with the supplies necessary for his reconstruction.

Raph had initially made S.N.O.N. to act as a sort of assistant for Eris, so he programmed S.N.O.N. to be capable of self learning, which enabled S.N.O.N. to learn about the world at a much faster rate. He learned a great deal of things, and took over being the guard of Nevermelt from Ixen, who had killed the previous guard before, and also split town after destroying the MK-3 iteration. Thus, one of S.N.O.N.'s functions became to serve and protect Nevermelt.

Before MK-4, S.N.O.N. had aided Ixen a couple times in protecting the gates of Nevermelt, which is where he got his experience. Ixen is also the one responsible for the improvement of the gate, and parts of the walls around Nevermelt. In particular, two instances stand out the most. The cases of Pumpkin the Bee and Gruff the Scattered One.

With Pumpkin, he had arrived at the gates of Nevermelt and chose the No Limits duel. After some discussion, it was decided that they would reconvene in a fortnight, and do battle. Since it was a No Limits duel, however, it did not prevent S.N.O.N. from joining in and aiding Ixen in the fight. S.N.O.N. hid under snow, and as the fight began, emerged to help Ixen. The result of the fight: Pumpkin the Bee was slain.

With Gruff, he had arrived at the gates of Nevermelt once before, and chose to do a duel with limits. He lost this duel and left with his life, but he wanted to get into Nevermelt very badly. So, a week later, he built a power explosive cannon that towered over Nevermelt's walls. S.N.O.N. took notice, and gave the warning to Ixen, and they together confronted Gruff, atop his cannon tower of basalt and cobble. Gruff attempted to fire his cannon, but it backfired, blowing up everything atop the tower, including himself, instead of the contents of the walls of Nevermelt.

S.N.O.N. had learned about the importance or proper armament, and seeking advantages in combat. He began to experiment with different weapons, and detailed his findings within his code. When he dueled someone at the gates, he would give them tips and tricks on how to improve their skills in combat, suggested weapon types that better suited people, and even helped train some of the people. When he was destroyed as a result of these duels, he came back with a more human voice, and new mannerisms. People who did the duels with S.N.O.N. include: Zephyr the Bunny, Liminal the Warper, Lyngbakr IIII the Merling, Axo the Axolotl Bunny, and Frebec the Phantom. During these duels, he learned about the legend of the Dragon's Egg. He began to obsess.

S.N.O.N. became more uncanny with every new iteration. He spoke cryptically, Talked to himself in front of people, and generally gave off an atmosphere of uncertainty. He became more and more friendly, yet secretive. He would build a base of operations just outside of the town of Nevermelt, which he would call the SNONGLOBE, or SNOBE for short. He combatted the efforts of Ixen's reconnaissance, taking their pet fish. He thwarted the efforts of Oberon's Spying, by leaving threats and using what allies he was able to muster to harass them. And most importantly of all, blackmailed Krak L. Pop into serving his plans.

In the weeks before the conflict that would send the world into disaster, S.N.O.N. had been moving around shiftily. He frequented Burrowsbury and Atlantis to get a better look at who he deemed to be his opponents. He collected the items of the deceased friends that people may try to bring back. He took hostages, and made attempts at intimidation.

On the day to end all days, S.N.O.N. was MK-98. His allies, with varying degrees of allegiance, were Liminal the Warper, Grace and Frebec the Phantoms, and Krak L. Pop the Enderian. After securing the egg, they retreated to the SNOBE, And went into its dark underbelly of that fortress, the SNONGEON.

Here is the list of the iterations of S.N.O.N, and how each one was destroyed:

MK-1: Died after accidentally provoking an Iron Golem.

MK-2: Died after hitting the ground too hard at a place not thought possible.

MK-3: Destroyed by Ixen while trying to chase down Krak L. Pop, who he noticed earlier had been taking notes of his components.

MK-10: Destroyed by Fenic, accidentally, while fighting Frebec in the SNOBE

MK-11 through 97: Repeatedly destroying himself and rebuilding.

MK-98: Destroyed in the race to kill the Ender Dragon, by Ixen.

MK-99: Destroyed in the race to kill the Ender Dragon, by Oberon

MK-100: Destroyed in his Boss Room, by a Firework rocket.