[center][color=ffbf00][h1][b]Dungeon Core: The Warrens[/b][/h1][/color] [img]https://imagizer.imageshack.com/v2/800x600q70/924/nszkcq.png[/img][/center] Dungeons - to the surface dwellers, they're dangerous labryinths filled with both monsters and treasure. Some say hundreds of them litter the world, with goblins and a bit of treasure, or dragons and ancient magical artifacts. The lure of treasure thus brings the adventurers, seeking self-enrichment and glory as they slay anything that gets in their way. And part of that glory is to destroy the heart of the dungeon, the dungeon core, that makes life within these dungeons possible. But to the beings who live in them, forced from their place in the world above, the dungeon is their only shelter in an increasingly hostile world. The Warrens, as they are called, is one such dungeon. It started as a humble fishing village, next to a river and a natural harbor. While many were happy with their simple life, others looked upon the land with greed. The Gaecia Empire conquered the village, naming it "Westeinde" and it swiftly became the empire's major port for trade. It wasn't long before the forests were cut back and replaced by farms, while a city of wood and stone was built, along with massive cargo ships, warehouses, and many barrels and crates. But the merchants of Westeinde were foolish, greedy men. They hired mages to cast curses on their rivals - and those rivals cast curses on them. And because the mages kept casting those curses daily, they began to build up. The ground began to tremble, storms became stronger, more ships were lost at sea. Something had to snap - and snap it did. An ancient volcano stirred to life and erupted, covering Westeinde with ash and poisonous gas. Tremors made the land sink. Without the forest to hold the land above the town in place, the rains and tremors caused massive slides, further burying the city. And something more - a dungeon core was created, drawn forth by the hidden Chaos Gates in the depths of the world. It fed on the collected curses, then slowly extending throughout the buried city in the long ages as the surface recovered. Once a place had been prepared, it began summoning monsters to protect itself. Monsters such as yourself. [hr] [hider=The Rules] [color=ffbf00][b]I am the final arbiter.[/b][/color] [color=ffbf00][b]Treat everyone with respect.[/b][/color] This game is based on the [color=ffbf00][b]Rule of Consent[/b][/color] - while your character can initiate a handshake or violent action on another player's character, it is that player who decides how that character will respond. If you throw a punch, they're the one who determines if it hits. [color=ffbf00][b]No[/b][/color] posting in the IC forum until your character has been approved. [/hider] [hider=The World]Nothing yet has been discovered.[/hider] [hider=The Dungeon]You appear next to a flowing fountain in the center of a ruined ancient city. You realize you're in a massive cavern, lit from above by a brilliant light. And you are not alone....[/hider] [hider=Lore]You have not yet discovered much about how the world functions.[/hider] [hr][b]Character sheet[/b] [code][character image--preferably some anime style] [center][h2]Name[/h2][sup][h3]Rarity★ | Race | Level[/h3][/sup][/center] [indent][b]Appearance:[/b] [b]Personality:[/b] [b]Abilities:[/b][/indent] [/code] [hider=Character Creation Guide]As a primer, remember: you are effectively a fully-formed existence that's a newborn. You have knowledge about yourself and concepts, but no history. In addition, you might not know anything of the world, but it is not familiar or unfamiliar. It is merely natural--something that you would not give a second thought about outside of philosophical thought. Also, despite your species, you are all somehow able to understand one another, despite speaking separate languages. [b]Name[/b] The name is more or less self explanatory. Boss monsters (re: all of you) are born with an inherent sense of self. This includes the right to name themselves. The source of the name doesn't truly matter--it can be ingrained in your soul or it can be something as arbitrary as looking around you and looking at a pea, a tear, and a gryphon and liking how they sound together. Though please don't do exactly that. Also put your title in your name, if you have one--IE, [name] the Goblin Lord or [name], Deep Dark Dragon of Destruction. [b]Rarity[/b] Replace this number with 1★ through 5★. This isn't entirely a permanent decision and should be associated with your race. Rarity can be increased via special materials. Think of this as 20% your starting stats (these are arbitrary and do not mechanically exist), 40% your growth curve, and 40% your character's endgame potential. What benefits are there for weaker ranks? Without committing to specifics or small spoilers, lower rarities will advance faster (make up for their worse stat growth) and may or may not be less frightening for some of the mooks that will populate your dungeon. But again, arbitrary. As for rarity, you can imagine it as a curve. 1★ would be something like a goblin chief. 5* would be something like a dragonlord. Rarity is either an evolutionary or rank path. Using goblin chief as an example, it would go goblin chief > lord > baron > king > emperor for a rank-rarity. For evolutionary, imagine goblin > hobgoblin > orc > ogre > oni. Do stars beyond 5★ exist? If I think it's interesting in the future, it will. Note: this is primarily an aesthetic and thematic device. It, like most things, are entirely arbitrary. [b]Level[/b] Replace level with 1. All fresh spawns are level 1. This means the average adventurer will kick your ass as it stands, even if you are a 5★ Titanocider Ragnarok Behemoth. This serves the thematic purpose of actually needing this dungeon. Note that acquiring dungeon points (see: having adventurers die inside) will strengthen your dungeon core. This is the source of your initial levels--making the dungeon better will advance you all about equally. [b]Appearance[/b] Things that your image doesn't cover. Write whatever, but some nice things to include: size/scale, impression, and things like that. [b]Personality[/b] How your character acts. Be sure to include their desires--all monsters fundamentally have desires that put them in opposition with others. [b]Abilities[/b] Put in your starting set of abilities. Skills, magic, abilities, etc. Consider this as generally more free-form than a rigid list (though having a few rigid techniques that gain power in exchange for flexibility is fine) Remember, combat isn't a giant part of the RP. Consider this through the lens of utility and narrative possibility (see: humanization, disguising, crafts) in addition to any power fantasy.[/hider] [b]Companion Rules[/b] Players can bring in one NPC companion of lower rank with them, or two subservient npc animals that obey their commands. Please submit a character sheet for companions, animals can be noted on the character's sheet.