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.
I am the final arbiter.
Treat everyone with respect.
This game is based on the Rule of Consent - 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.
No posting in the IC forum until your character has been approved.
Nothing yet has been discovered.
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....
You have not yet discovered much about how the world functions.
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.
Name 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.
Rarity 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.
Level 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.
Appearance Things that your image doesn't cover. Write whatever, but some nice things to include: size/scale, impression, and things like that.
Personality How your character acts. Be sure to include their desires--all monsters fundamentally have desires that put them in opposition with others.
Abilities 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.
Companion Rules
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.
(Couldn't find an image of a skeleton that would work on this site, sorry)
O’Ner
Rarity ★★★ | Skeleton | Level 1
Appearance:
O’Ner is a tall skeletal figure standing at 6’4. He looks much like his skeletal brethren, except that he wears the robes of a wizard or mage. He carries a large staff that he uses for magical purposes.
His robes are jet black, covering most of his body. On his head is a crown of flowers, and on his feet are sandals. Written all over his robes are strange symbols to invoke protection from most magical attacks.
Personality:
O'Ner likes to keep to himself, not wanting to be bothered by anyone or anything. But if someone were to disturb him, he would have no issues dealing with it himself. Using his army of the undead and magic to deal with any pesky adventurers that come into his domain.
He is not very social, so he will not speak with the other monsters in the dungeon. O’Ner, for the most part, is very selfish, only thinking about himself. In addition to being relatively quick to anger, they make rash decisions.
O’Ner is intelligent and cunning. Enjoying reading his books, and uses his cunning against adventures and invaders. O'Ner has a very dark and dry sense of humour.
Abilities:
Necromancy: Over the many years of his unlife, he has learned how to raise the dead. Creating various undead creatures like skeletons, zombies, and ghouls and being able to control them and do his bidding.
Invocation: O’Ner can summon the spirits of the dead and communicate with them. He can also have certain spirits possess him, granting him enhanced strength and defence, as well as access to the knowledge of that person.
Alchemy - O’Ner can transmute or alter the properties of other materials. He can also use this to transmute a simple object, such as a walking cane, into a weapon. Uskeche can also create potions with materials he has on his person or that he finds.
Notes:
-This character is based on an old RP character I had.
- He sounds like Skeletor.
-He loves gardening, reading, and studying old artifacts.
Companion:
Philippe
Rarity 1★ | Undead/Skeleton | Level 1
Appearance: He looks like any other skeleton. And at first glance, it would be hard to distinguish him from his kin. However, the difference between him and others like him is his attire. Philippe wears a dirty black top hat that could easily fall over. He also wears a dirty apron that hangs over his bony body.
Personality: Philippe is usually very outgoing. He enjoys striking up conversations with most of the other monsters he encounters. Although he will actively avoid some monsters, others are avoided because of how frightening they can be. Philippe likes to talk a lot, which sometimes gets him into a lot of trouble. He is very loyal to his master and to whomever he considers a friend.
Abilities: Cooking - Philippe is skilled in preparing a variety of dishes from multiple ingredients and carries with him a recipe book of the many dishes that he can make.
Swordplay: During his lifetime, Philippe was a skilled swordsman. Although he doesn’t have his favourite rapier, he makes do with a frying pan and a cooking wok as a shield.
Gardening/Herbology: Philippe is also knowledgeable in various herbs and fauna that could be used for potion making or food.
Appearance: Gentle stands at an imposing 7'9. Despite being what amounts to a stone golem his 'skin' is strangely flesh like despite its deep black stone hue. The lone eye that rests in the center of his face is alight with a crimson flame. Despite lacking a nose and mouth, Gentle is capable of speech.
Personality: If one had to sum up this golem's personality in a nutshell. The word best used would be simple. Gentle is easily entertained and often has to be watched if given a more complicated task. He is easily distractible much to the chagrin of those around him. He loves shiny objects and flames. Gentle has a fear of deep water and sudden noises and scares. Much like a small child trapped in a giant golems body. He often does not remember his own strength, so it has caused him to destroy many things he'd rather not have destroyed. Which oddly enough is how he came to recognize his name as gentle. It got yelled at him so much that he now responds only to it. His true name is unknown.
Abilities:
Traumatic wail: If Gentle gets angry enough, he can release a cry that disorients anyone within wailing distance. Those with stronger constitutions will receive a bad headache. Wail affects all within 15 feet, best at 5, after 15 gets weaker every five feet.
Gentle Smash: An attack of his own creation. Considering he uses a sword as his main weapon one would think this should be slash, but no Gentle uses his sword as a mace. Attempting to pulverize as opposed to maiming like one generally would with a bladed weapon.
Omni beam: Gentle is capable of drawing upon the power that is inside of him to fire a beam of destructive light from his eye. He can only use this attack sparingly because if he overuses it he will be forced to go dormant until his energy is able to replenish itself. best at 5, after 15 gets weaker every five feet.
Soul cage: The black cage that Gentle carries with him allows him to capture a single soul of a slain adventurer. Why it has this purpose or what happens to the soul is unknown. As the soul seems to vanish within a matter of days.
Appearance: Arkrim is the size of a ten year old and appears to be wearing a hood completely covering his facial features, leaving only his glowing bright blue eyes visible. Personality: Like most children Arkrim is curious but nervous around strangers. He prefers to stay underground due to a fear of strong winds which could blow him away from the dungeon but at the same time he can be blissfully unaware of other dangers. In fact he loves to explore the dungeon, always looking for new spots only he can reach to tell others about whether they want to know or not.
Being childlike Arkrim is both naive and gullible. He isn't outright stupid though, even if he can be tricked pretty easily.
Abilities:
Rising Smoke: Being made of smoke Arkrim can float, this allows him to easily travel through otherwise difficult terrain. The downside is that he can't fight any wind currents so if he uses this in the wrong place he can't control where he goes.
Wispy body: Arkrim can "squeeze" himself through any opening large enough to fit his eyeballs.
Smog: By staying in one spot for an extended period of time Arkrim can leave behind a cloud of smoke, the longer he stays still the more smoke he creates.
I'll post now and will think of an NPC when I get home
Skjsel Darkpetal
Rarity★★★ | Corrupt Spriggan | Level 1
Appearance: Skjsel manifests as a gaunt, shadowy figure, their form obscured by a tattered cloak of dark leaves or coarse fur that blends with the dim forest. A weathered, mask-like face is suggested beneath a set of large, twisting dark antlers that sprout from their head. Piercing, malevolent green light emanates from empty eye sockets and a wide, unsettling grin filled with sharp teeth. Faint green motes of light drift around their body, adding to their spectral presence in the gloom of their garden.
Personality: Skjsel's personality reflects their dual nature as a nurturing gardener and a necromantic horror. They are meticulous and patient when tending to their garden, showing a twisted sense of pride in the beauty of their corrupt flora. However, this nurturing nature is reserved for the dungeon's inhabitants and their macabre creations. To outsiders, Skjsel is a silent, unnerving presence, their every movement deliberate and chilling. They take a perverse delight in the art of amalgamation, treating the corpses of adventurers and animals as mere clay for their creations.
Abilities:
~ Corrupted Gardener: Skjsel can manipulate the dungeon's flora, growing a variety of mutated fruits and vegetables to sustain the dungeon's inhabitants. The garden itself is a terrifying landscape of beautiful yet deadly plants, designed to ensnare and weaken intruders. While Skjsel is in their garden, they receive a slight bonus to attack and regeneration, both scaled with their level of att = +1 per 3/4 lvl, Regen = 1hp/round +1 every five levels. Regen is unlocked at level 5.
~ Flesh Amalgamation: Skjsel's most disturbing ability is the power to merge the corpses of slain beings with their plant life. They can bind the spirits of the deceased to these creations, giving them a semblance of life and turning them into loyal undead guardians of the garden. Skjsel can grow 1 Amalgamation per five levels. These act as minor minions.
~ Vine Whip: Skjsel can summon thorny vines from the ground or their own body to ensnare and attack foes. These vines are infused with a potent corruption that can poison or paralyze anyone they touch. Skjsel can grow 1 vine per 2 levels and has a 5*lvl% chance to inflict poison or paralyze
~ Toxic Spores: When threatened, Skjsel can release a cloud of toxic spores. These spores are highly disorienting and can cause temporary blindness, confusion, or a painful rot that spreads across the skin. The cloud can spread 5 cubic feet around them + another 5 every 10 lvls
~ Chlorokinetic Defense: The plants in Skjsel's garden are extensions of their will. They can cause roots to rise from the ground, plants to lash out, and flowers to emit noxious fumes, creating a defensive barrier around them and their precious creations. Instead of a Flesh Amalgamation, Skjsel can grow 1 Corrupt Creeper plant. This uses one of his minion slots and act as minor minions.
Appearance: Born with the ability of flesh change, Cain's true form is that of a white-haired, red-eyed humanoid with pale skin covered with countless teeth-filled maws. Behind his back lies eight lashing tendrils with razor sharp spikes on their ends. Albeit He most often takes the form of a red-haired monarch, his flesh shaped into ornate black armor adorned with false rubies along with a simple broadsword.
Personality:Born with the pride of a ruler, Cain considers himself to be the perfect lifeform: deathless and unageing. He is a being of extreme in both boons and flaws with ambitions of domination far outstripping his current means and never-ending greed to consume more, take more, rule over more. However as both maker and lord of the sanguine race he is just in rulership: punishing failure yet rewarding competence.
The Ancestor feels inbuilt hatred towards humans (despite now knowing what they even are yet), viewing them as mere cattle for his kin to harvest and reap as they please. He enjoys the company of undead (which whom he feels an innate kinship) the most with neutral views on other monsters.
Cain possess great love towards all sanguine, viewing them as his children (which they are either directly or not). Thus will always sacrifice other monsters before them. However he doesnt hold the same favoritism towards ghouls of which he actually dislikes and considers a stain towards sanguine pride. Abilities: Racial: Extreme physical amplification: All blood-born (another term for sanguine) posses extreme strength and blinding speed. Moreso in their ancestor. Their flesh is generally hardened with the effect varying based off rank. Cain himself could be considered armor-clad at all times despite not wearing any.
Extreme regeneration: Varies in individuals based on rank, from healing cuts in moments and regrowing limbs in hours (Knights) to having their flesh mend so fast as to make the severing of limbs or head impossible as the flesh grows back at the same speed at which it is cut.
Familiar creation and control: An inner calling for the birth of new kin as their kind cannot reproduce. Ability given to all sanguine whose potency depends the purity of their blood. For a true ancestor like Cain, such a skill allows for the creation of up to 6 Sanguine Progenitors who may in turn create sanguine dukes, earls and barons. A baron may only make knight class sanguine who in turn can only create mindless offspring known as ghouls. Sanguines may be directly created from the ancestor's own flesh and blood, thus bear a greater portion of its power or be made with existing flesh such as a human being and then shaped with the infusion of sanguine blood, resulting in a weaker form. It is worth noting that based off their blood relationships, sanguine "parents" have absolute control over their subordinates but may choose to let them exist as independent entities. However this control may be overridden by intervention from a superior party such as an earl overriding the control of a baron over their knight
Spells like turn undead may sever this blood connection.
Blood and Flesh magic: Born of blood, all sanguine posses some degree of control over it. Making themselves turn into bloody mist to escape ensnarement, draining foes of blood or shaping projecting their own blood into projectiles/shields, etc. In addition they have full control over their flesh, hardening it or manipulating it like the ancestor's black armor. These skills are essential for the creation of new sanguines.
Undead Resilience: Various skills shared amongst the undead of which sanguine are considered a subset of. Includes resistance to both cold, poison, disease and such.
Sunlight Vulnerability:An innate dislike and fear by all their kin, direct sunlight exposure can turn even knight class sanguine to dust not mentioning the ghouls. However to even barons sunlight becomes merely an annoyance, lowering their power across all metrics. The extend of which varies based on rank as usual. To the ancestor himself the sun is reduced to a discomfort but carries no debuff.
Weakness to Holy:A weakness shared across all undead, holy magic is extremely damaging to their kind with some even being turned against the rest of their race. Holy magic is almost mandatory to fight the higher ranks sanguine due to its ability to slow down or even halt regeneration.
Learned Skills: While the lord feels an affinity towards flame magic, he does not know it. Boundless Blood Sea: (basically a reality marble if you are familiar with type moon)Innate ultimate skill he cannot use yet due to his current underdeveloped state. When active, create a contained space of a vast shallows of liquid blood from which flesh monsters continuously emerge, attacking foes as well as amplifying the power of sanguines within.
other skills include artistry with Cain favoring painting along with the piano.
@TimelessParagon is Cain based off the legacy of Kain video games on the ps 1 and 2? Personality wise and some of the looks are shared between them.
never heard of it but the sheet is based off demon slayer, classic castlevania vampire and some cultivation stuff from LOTM and RI. Such as the name and FC
Sorry, the last few days were very busy. some basic maps will be provided soon.
@N3v3rM0r3 please invite your friend. @Red Wizard more players are always welcome. However, remember that characters should be beginners, some skills, not all powerful beings at the height of their progression.