OK. I'll see if I can make it less of an imposition. ------ Dungeon Management: You might have dreams of an impenetrable Dungeon with a colossal army to crush everyone in your path. But to have a massive Dungeon you must first build it, and to have a colossal army you must arm and feed it. To do that you need slaves, which you will need to capture or otherwise drag into your service, and they will work best when they are healthy and co-operative. This means there will be a number of rooms and facilities your Dungeon would need. You need a source of food, water, fuel, building supplies and weapons, as well as some kind of shelter. You have to keep your Dungeon, your army and your slaves in working order. You could produce these resources yourself. You can simply make some of your slaves work as farmers, miners, builders, blacksmiths, etc., and have farms and mines and forges to match. But you are a Keeper, and what you don't have you can take by force. When you raid a village, it might be worthwhile to steal whatever they have in their stores as well as capturing the townsfolk as slaves. Perhaps you are so fearsome that the mere threat of force can drive villagers to surrender their produce as tribute. Just be sure to have the muscle to back up that threat if a human army comes to try and liberate them. Once you have exhausted all nearby villages, though, where else can you take things from? Your fellow Keepers, of course. The Keeper next door has done you a favour by gathering large amounts of food, weapons and slaves in one place, ripe for the picking. And you'll be rather peeved if you go to raid a village only to find it had already been stripped of everything useful by another Keeper. Of course, if you're not up to the task of battling another Keeper, you could always form some kind of alliance and do trade and the likes. Just watch out in case the other Keeper decides to stab you in the back. We're a treacherous lot, after all. ----- While you're at it, you can also read this other section. It's the basic rules, which are going near the start this time where people will see them. ------ Ground Rules: The standard no godmodding/metagaming/etc. applies. This means waltzing in, ignoring all resistance, and simply killing another player or a major NPC in one hit is out of the question. To join, there is no character sheet, simply post a descriptive post about your entry into this world and about your Keeper. With NPCs, feel free to control minor NPCs (eg. a village which you are raiding, random individuals, etc.). For larger NPCs (eg. a city, an entire army), you should probably consult us. There are probably a lot of empty spaces in the description of the world. You are free to fill in those spaces (with-in reason, of course. Any major development, such as an entire hidden nation or artefact of great power, would need to run through us first). The GMs reserve the right to throw a metaphorical monkey wrench into your operations, to keep things from getting complacent. You can't expect to attempt world domination with nothing ever going wrong, now can you? Read on to find out how to be a Keeper.