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Dungeon Keepers


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GMs: BBeast, Cyclone
Thanks to everyone else for their help


Long ago, in a distant world, the godly being the Devourer created us, the Keepers. We built incredible fortresses called Dungeons to harbour our magical might, and from them we sent out great armies which slaughtered the humans of the land and razed their cities. The reign of our evil soaked the land, until we finally unleashed the Apocalypse and destroyed that world. But we did not die with that realm.

We have moved on to a whole new world. This land we have entered is called Cyprus, and despite being small it is rich with humans. But these humans are not peaceful. Four tribes, wielding rich and diverse magic, surround a grand kingdom and are often at war with each other. These humans will not be easy to conquer and enslave, for they are adept at the art of war and are as cunning and treacherous as we, the Keepers, are. But we shall seize their villages, conquer their cities and slaughter their armies. The denizens of this world will bend to our might or be crushed by it. There is power to be had, and there is nobody who shall stand in our way.

Basis:

As one may have guessed, this roleplay is not focusing on being the 'good guys'. Rather, you are the evil overlord you have always been trying to beat (in more archetypal stories). You must build your army and Dungeon and set out to conquer this land. The humans of this world are not to be scoffed at, for they are experienced in warfare, especially against magical foes, and they have a firm hold of their territory. They won't be defeated too easily.

Humans aside, the greatest threat is your fellow Keepers. We are not a very organised or friendly group, and have always been known to fight each other. And in this small land with finite territory and manpower, conflict is inevitable.

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, and so is being aware of a stealth attack on your Dungeon when you have no legitimate means of detecting it, or simply knowing the location of your enemy without having scouted or searched beforehand.

  • To join, there is no character sheet. Instead, write a paragraph or two briefly describing your Keeper, including their appearance, abilities, personality, perhaps a bit of their history, etc. and post it to the OOC. This will go in the Compendium. When we approve it, you may post your entry into the world in the IC.

  • 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?

  • We will be keeping a Compendium, a list of your creatures, Dungeon, Avatar, etc. for quick reference, so we (and you) do not have to sift through pages of text to find information about you or anyone else later. It will be greatly appreciated if, whenever you create a new creature or Construct or change your Avatar or Dungeon, you write about a paragraph to go into that Compendium.


  • Read on to find out how to be a Keeper.

    Getting Started:

    You are a Keeper. Keepers are like demigods, with nigh immortal souls and the ability to create life. Your soul will have just entered this world from the Void into some random place in the world, but now you need an Avatar, a physical form to incarnate as. This body is vulnerable to destruction and manipulation by physical and magical means, but it may also be whatever form you choose, provided you have the power to do so. In creating your form you can forfeit certain things for others - you could forgo magic in order to have great physical strength, or lose all considerable physical prowess to become ultra-magical, or somewhere in between.

    But you have just entered this world, and your power is no greater than that of a sorcerer. You don't yet have the power to create an Avatar capable of flight, telepathy, vast destruction and near indestructibility all at once. You must earn and develop such powers, and try to be original too.

    Once materialised, your first step to world domination is to create your Dungeon Heart - your inner sanctum, the core of your Dungeon, nexus of your power, centre of your operations. Either you gather slaves to construct it, enchant some artefact, or at worst build it yourself. In the Heart you can do many things. You can modify your Avatar, command your forces directly, expand your consciousness across your entire Dungeon and, most importantly, create new Creatures and Constructs.

    Before you can expand your Dungeon and construct whatever rooms you need or desire, you require a workforce. In Ages past, we would summon Imps from the Void, but alas we can no longer do that in this world, so we will have to enslave the limited human populace, or get them to work for us by other means. In order to do that, you need an army. And for that you need creatures.

    To create your first creature, you simply enter your Heart and begin the creative process. You can invent just about anything, although its power is limited by that of yourself and your Dungeon, so your first creature will be fairly weak, hardly more powerful than a human if at all. While creating the blueprint for this new creature, however, you are completely incapacitated and quite vulnerable. Any significant disturbance could be catastrophic. The time it takes to create your first blueprint is 3 posts made by other people (not your own posts).

    Once you've created your blueprint or original, you can easily create many more of that creature. A summoning chamber, a hatchery, transmutation of other creatures, or something along those lines will allow more of that creature to be made. Just make sure not to lose every copy of that creature, or else you will have to create it again from scratch.

    So, with your meagre army you can head out, raze a village and capture some humans as slaves. Now what? You can get them to work on your Dungeon, that's what. If word gets out that you razed a village an angry army might come knocking on your doorstep, so you'd better build some defences. You'll also want a solid means of summoning more of your creatures. Additionally, you've got to house, feed and equip your army and slaves, so you'll probably need barracks, shelters, farms, mines, blacksmiths, and workshops. Facilities for training is a good idea, as are storage rooms, prisons for rowdy slaves, and whatever specialty rooms and buildings you might need. Get creative.

    The greater your Dungeon, the greater your power. And the further your conquest, the greater your power. So get out there, enslave humanity, extend your Dungeon and be a blight on the world.

    Creating Creatures and Constructs:

    As mentioned above, to design a new creature you must enter your Heart and spend a while there distraction-free. The amount of time you spend there is determined by the Fibonacci Sequence. Your first creature takes 3 posts to create, your second takes 5 posts, third 8 posts, fourth 13 posts, fifth 21 posts, and so on. These are posts of other players, so you can't simply spam posts to create your creature. Each successive new creature is typically more powerful than the last, but it will be weaker than a Keeper or Construct and its power is limited by your own. Additionally, creatures don't get more powerful as you do. You may change their equipment and make minor, largely cosmetic changes, but any major overhaul will require starting from scratch or upgrading.

    While you are in your Heart creating a creature, all your attention is focussed on the creation of this new blueprint. If your concentration is broken, such as by a pesky hero kicking open the door of the Heart, then bad things happen. In short, your Heart explodes from misdirected magical energy, probably taking out your Avatar, your new blueprint and a sizeable chunk of your Dungeon (and hopefully whichever enemies were beating down your door too). Try not to let that happen.

    While you personally can not attend to anything while you're busy creating new creatures, the other denizens of your Dungeon can continue working. Your armies will still defend your Dungeon and do whatever tasks you left them to do, and if you have any Constructs they can arrange raids, organise your troops and the like.

    If, later, you wish to make a major modification to one of your pre-existing creatures, then you have the option of upgrading it. This process takes the same amount of other people's posts as it took to originally create that creature. Unlike the original process, upgrading does not completely incapacitate you. If things go wrong, then there won't be an explosion, although completing the upgrade may be compromised.

    Constructs are like your generals, sergeants and champions. They are far more powerful than ordinary creatures, although still weaker than all but the most pitiful of Keepers. Constructs are also capable of leading and organising your forces in your absence, which makes them even more valuable. As well as greater power and (usually) intelligence than your ordinary minions, Constructs have a much closer link with Keepers, and can be empowered or even possessed if the need should arise (although you may need to be in your Heart at the time). While Constructs often take the form of a more powerful version of one of your creatures, this needn't be the case. You can make your Constructs as unique as you desire.

    The creation of a single Construct requires the same process as creating a new blueprint for a creature. You must be in your Heart, undisturbed, for a period of time determined by the Fibonacci Sequence, as before. The more Constructs you already have, the longer it takes. However, the number of blueprints you have does not influence how long it takes to make a Construct, and vice versa.

    Should you so want to, you can destroy all of the copies of one of your weaker creatures in order to lower the number of blueprints you have in order to speed up the creation of newer blueprints. The same effect occurs if you are unfortunate enough to have all of one type of minion wiped out. The same can be done with Constructs. Just be sure to do so before you start creating - no distractions or things go boom, remember?

    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. Although you have great creative power, the creatures you create are never capable of replacing human slaves.

    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.

    Keepers:

    As mentioned before, you exist through your Avatar, which is your physical body. As a Keeper, you can wield quite potent power and abilities, although greatness in one aspect generally requires trading off some other ability. While you could be an all-rounder, Keepers typically focus on a particular theme or element, which allows them to allocate more of their power to those abilities. You are free to modify your Avatar and develop new abilities in your Heart at any time, provided you have the power to do so.

    Keepers gain power passively from the land and people under their control. The amount of power you have is determined by how much you have conquered, how big your Dungeon is, and how many slaves you have under you. Clearly, a Keeper who has only razed a few villages, lives in a hovel of a Dungeon and has only a meagre collection of slaves will be greatly outmatched by a Keeper who has conquered cities, lives in a fortress Dungeon, has numerous outposts and has whole townships of slaves. Now, a quick way to gain power is to conquer other Keepers, because in doing that you assimilate their Dungeon, slaves and conquered lands into your own and gain their power.

    Should your Avatar be killed, that is not necessarily the end. Your creatures will likely be thrown into chaos and slaves all escape unless you have good Constructs to keep them in line, and your Dungeon operations will likely be crippled, but Keepers don't die that easily. Provided your Heart is intact, you are able to resurrect yourself and rebuild your Avatar in the Heart. This process is slow and will take a while, so in that time you just need to hope that your enemies don't come in to finish you off. However, if you die and your enemies have destroyed your Heart, then things go from bad to worse. Your armies will be dead or scattered, your Dungeon assimilated into your enemy's own domain, and resurrection will be difficult. Should you choose to stubbornly persist, you would be almost back to square one, save for any loyal underlings who had survived and escaped.

    Rogue Beings:

    If you choose not to be a Keeper, you can instead be a Rogue Being, also known as Rogue Constructs. Rogue Beings are powerful entities. They can be things like dragons, sorcerers, elementals, demons, monsters, ex-Constructs, etc. You have a diverse range of opportunities to be a unique and creative Rogue Being. The power of Rogue Beings lies between that of a Construct and a Keeper. While you are a fearsome force in any battle, you would struggle to overpower all but the weakest Keepers, and you lack the creative powers of Keepers, such as creating creatures or changing your physical form like Keepers do.

    It is recommended that you find a Keeper to submit your services to. Most Keepers are quite familiar with the usefulness of Rogue Beings. Not only does that provide protection from anyone who might otherwise want to kill you, it also grants you access to the resources and forces of that Keeper. Of course, they'll want you to work for it, fighting in their wars and defending their Dungeon and so on, but that just adds to the fun.

    If you are playing as both a Rogue Being and a Keeper, your Rogue Being may not partner up with your Keeper.

    The World:



    This time we have emerged in a land called Cyprus. Cyprus is a small, coastal region, an oasis of lush green surrounded by inhospitable desert and vast ocean. It is very roughly 100 kilometers (60 miles) across and 70 kilometers (45 miles) long, which puts it at 2-3 day's march across, assuming human speeds, need for rest, and no resistance. For an Earthly comparison, it is about the size of a small European nation. The climate is temperate, bordering on tropical.

    The land of Cyprus is bordered on the North and West by a mountain range. At the North-Eastern corner there is heavy vulcanism, with numerous active volcanos constantly spewing out ash, forming the wastes known as the Ashlands. In the middle of the Northern border is a frozen wasteland, making that stretch of the mountain range even more treacherous. Beyond the mountains is desert, which stretches many, many days into the distance and is home to little more than the wildlife and a few nomadic barbarian tribes. The South and East of Cyprus is coastline, and while that is quite hospitable there is little of interest within reach beyond that horizon. Around the South of Cyprus sprawls a thick jungle, the fauna of which makes it quite a perilous location for the unwary. Within those borders lies lush green plains, interspersed with woodlands and lined with a few pristine rivers and a small lake.

    Within those borders live the inhabitants of Cyprus, which are mainly human, some of which have magical capabilities, and number approximately 120,000 in total, including those of the major kingdom as well as the lesser races. They have made their mark on this land. In the territory of the major kingdom, half the arable land has been converted to farmland, and hundreds of little villages dot the countryside, spaced only a few kilometers apart on the myriad roads. While these villages are undefended and plentiful, they are also small, averaging a population of around 200 people each. A much more tempting target would be the towns, or even the cities, each with populations numbering in the thousands or more, but those are far fewer and also much better defended. There are also a few castles, fortresses intended for border defense, which may make useful footholds within their territory. The races living in the borders are generally populated much more sparsely when compared to the central kingdom, although this varies.

    NPCs:

    In Cyprus, there are five nations and races of especial interest, The largest of them is the kingdom of the Cypriots, with the capital city of Amplus in the centre of Cyprus. The Cypriots, named so because they lay claim to ownership of this whole land, are mostly ordinary humans (by the standards of Cyprus, anyway), ruled by a monarchy. Their kingdom covers most land which is not held fiercely by the other races, and has been maintained by a combination of technological superiority, a greater population, and a mysterious absence of any political unrest. Quite likely your first forays as a Keeper will be into the villages of the Cypriots, and while it will be a challenge to penetrate deeper into their territory, if you can successfully conquer their kingdom you will definitely be the strongest Keeper in the land.

    To the West, nestled in the mountains on the border of Cyprus, is the grand city of Monolith. In the centre of Monolith stands an artefact of great power, Providence, which powers the many untiring golem Workers which are the city's inhabitants. The Workers used to be people, drawn by the prospect of immortality and transformed into these beings, at the cost of never being able to leave the city and having to toil continuously. Watching over the city, and capable of travelling elsewhere, are the Travellers, who are more powerful. Monolith is a centre of manufacturing, and is a source of many of the weapons and tools of the Cypriots. While the Workers can not simply be captured as slaves to take back to your Dungeon, to capture Monolith would be to hold the greatest hub of manufacturing on Cyprus, and to cut critical supplies from the Cypriots.

    To the South in the jungle are the Dragon Riders, a nomadic race of people who live in a symbiotic relationship with giant, poison breathing, flightless lizards, often referred to as Dragons. Little is known about them, for they do not have settlements or language. Instead, they are spread across the jungle, adding to the dangers already lurking there. The intelligence and trap-making skills of the Riders, combined with the sheer strength and power of the Dragons, makes them dangerous opponents to face on their home turf. While they are dangerous, they are in no way organised or united. To conquer the jungle would be to control the greatest source of lumber in Cyprus, as well as the greatest concentration of biodiversity. Who knows, you might even be able to find a use for the Dragon Riders.

    To the North in the mountains is Kythnos, a frigid icy wasteland of unnatural cold locked in eternal snowfall. It is inhabited by the ice witches, who are actually ice demons in a thin disguise, and who have gathered a significant cult following. A jagged, crystalline city of ice twists through the mountains, but the majority of the city lies underground in ice caves. Save for the storms and the magic of the ice demons, the mountains are also defended by sheer cliff faces and pits leading to crystalline spikes. While this land is unpleasant, the ice demons may be useful allies in your quest for conquest. And if not, they have been storing up power for quite some time, which lies locked within the ice.

    Just East of Kythnos is its polar opposite, the Ashmarch, a land of volcanos and poisoned by ash. Few dare enter, for any water is toxic and the ground itself is treacherous. However, deep inside the Ashmarch are the towers of the Warlocks, humans who have been shunned by the rest of humanity for their practice of necromancy and other dark magics. They are highly aggressive, sending out soldiers to raze settlements and capture slaves from the borders of the Ashmarch. Above ground, their settlements are quite dreary, save for their magnificent towers. However, they have made extensive use of subterranean caves and caverns to house slaves, fungal farms and so on. While the land is dangerous to enter, it is for this reason that the towns of the Ashlanders are quite poorly defended, so if you can brave the Ashmarch with a proper army you should find easy pickings of slaves. Alternatively, you could make allies with the Warlocks, perhaps taking advantage of the unrest rising among their ranks.

    There can be other lesser races inhabiting Cyrpus as well, in the corners of the land where the other races won't have wiped them out or assimilated them. However, they obviously wouldn't have the same level of influence as the aforementioned five.

    For further information on each of these races, read the following entries kindly contributed by the people who shall be the primary controllers of those races.

    BBeast, Cypriots:



    DR_TRAPEZOID, Ice Demons of Kyotos:



    Lugubrious, Monolith:



    The 42nd Gecko, Dragon Riders:



    Cyclone, Ashlanders:



    Credits:

    This RP series has migrated here from the Spore Forums. Credits go to Senger Drol/Tri for the original version of this over there, GrandEnder for the second version, Prospo for the next one, and Cavalier (now Lugubrious) for the following two.
    Hidden 9 yrs ago Post by BBeast
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    To sign up, post something like this:
    The 42nd Gecko said
    Compendium Entry:
    "Laozi, Memory of the Departed"- Almost certainly not this keeper's real name, this keeper is manifesting as some sort of "spirit of the ancestors" to aid "Taote". Currently, Laozi is refraining from taking physical form, instead acting through Taote's sword. As such, his power is free to be focused entirely on magical applications. This is currently offset by the fact that his "heart" is a humble scabbard. Laozi seems to be able to awaken people from the stupor of one of the King of Cyprus' deathly dreams, as well as call upon spirits and memories. And, of course, no Keeper is complete without destructive sword beams.
    "Taote, The Great Dreamer"- Something about this boy on the verge of manhood attracted Laozi. Perhaps he is a latent sorcerer, perhaps he was a convenient tragedy, or perhaps he was simply good at dreaming. He carries Laozi as the sword of his ancestors, believing Laozi to be aiding him in both revenge and the resurrection of his sister.
    Currently No Dungeon or Minions (other than Taote). Located in the lands north of the trade route between Monolith and Amplus, 9 o'clock of the big lake.

    That seems good, Gecko.
    Duthguy said
    Compendium Entry:
    Camaduhm - A Keeper that prefers to manipulate whatever resources are available when it comes to creating monsters and/or Avatars rather than summon them or create them from nothing. Dungeons on the other hand should be made by slaves in his opinion since he finds that kind of work beneath him. He also believes that by specializing in either strength or magic, you limit yourself and that instead it's better to use both in unique ways.

    Does he have any particular abilities, or is he just going to have generalised abilities?
    Hidden 9 yrs ago Post by The 42nd Gecko
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    Alright, we ready to start IC posting, or we waiting on something?
    Hidden 9 yrs ago Post by DR_TRAPEZOID
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    'A dancing light fills your eyes, as your ears overflow with sound- This seemingly chaotic music digs deep into your mind, slowly becoming more and more beautiful. Quickly, the lights fade from a harsh throb into a gently moving wave, like the feet of dancers, gracefully swinging across your eyes.
    It's over now.
    You have become a piece of something much bigger than yourself.
    You are now a part of the masterpiece.


    Simply referred to as 'The Master', this Keeper presents himself as a dancing array of lights- Warm colors mostly, with deep passionate reds mingling with soft streaks of yellow, a misty mauve all about. This light is strangely entrancing, and has a calming illusion about it. He has no corporeal form, and cannot mingle with the real world itself- yet. Until he can build his power, he speaks directly to the mind, a melodious voice, described only by a chorus of angels. With this voice, he uses a mild magic, something of a poison to lower the inhibitions of others, allowing him to spread his word unhindered. A spirit obsessed with perfection, he seeks out to remedy the harsh noises of battle, replace them with his beautiful symphonies. With his music comes peace. With peace comes conquest. From this conquest, perfection shall be born.
    Hidden 9 yrs ago Post by BBeast
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    I'll get that moving
    Hidden 9 yrs ago Post by Duthguy
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    Duthguy Someone who can't spell Dutchguy

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    Well he does have the ability to transform the still living plant parts of his body into simple wooden weapons, if that's okay.
    Hidden 9 yrs ago Post by Lugubrious
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    Compendium Entry:
    Dahlia, Maid of Metal - given that not many people, particularly women, live to see the age of forty-four in the rugged, perilous northern highlands of the kingdom of the Cypriots, Dahlia has experienced much in her life. Both her weariness and her toughness are etched into her face, and while she is not as big or strong as many in the company of warriors she leads, she is revered by her troops for her intelligence and oftentimes-brutal efficiency. Having defended the kingdom from the looming threats of fire and ice for many years, she was nevertheless expected to hand down leadership of her Iron Brigade to her lieutenant, her twenty-year-old daughter Heather. This changed, however, when a foray into a dangerous ruin chanced to discover the Despot's Armor.

    The Tower - a hulking suit of enchanted armor. This dark gray, gold-embellished suit conforms to the one who wears it, provided they be 'worthy' -which Dahlia evidently was- and grants that individual its power. New strength flooded into Dahlia's body, empowering her beyond all previous comparison, and allowing her and her Iron Brigade to perform deeds worthy of local legend. With a brilliant juggernaut at its head, the Iron Brigade could take on much more difficult assignments, and nearly always manage to come out on top. Even Dahlia's health improved, quickly returning from the brink of degeneration. Remarkably, she appeared to be getting younger when seen out of her precious armor, though she grew more and more attached to it. Within the suit, however, she is not alone, and communes with the Tower's steely voice. It demands more and more from her for the privilege of its use, effectively locking her within itself. Time will tell if she's the Maid of Metal, or is made of metal, after all.
    Hidden 9 yrs ago Post by BBeast
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    Duthguy, Sure, that's okay. Let's see how good your balanced resourceful Keeper goes.

    Trapezoid, That's good too. I've never, in all my time, seen a Keeper quite like that, and with any luck you'll be able to pull it off.

    Lugubrious, I like this one too. I suspect that this is a strength-focused Keeper, yes?

    0011001, Sounds like a good start for a quintessential Keeper. A quirky, dangerous personality.
    Hidden 9 yrs ago Post by Lugubrious
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    After a little consideration I think I'd rather leave Dahlia to be a rogue being and get a new idea for a Keeper. I believe I want to do something truly monstrous this time.

    Compendium Entry:
    The Flesh that Hates - An eldritch abomination. The Flesh that Hates is technically the name of everything infected by it, be it plant, animal, or human, but most easily definable is the core being, the one in which this vile virus originated, referred to as Progenitor. The Flesh that Hates is a virulent skin disease, spreadable by contact, that causes flesh to undergo massive growth and mutation within a few hours of infection. Once the infection has thoroughly taken root, the infected individual will become stationary and can mutate further. Biomatter slush can be channeled along large vein and into specialized structures where it is shaped into other forms. The way in which the Flesh that Hates was released in this age indicates that it has existed, sealed away, for hundreds if not thousands of years. In short, the Flesh that Hates is a magical pathogen that makes a mockery of life.

    The Progenitor - The one in which the plague began. This being was once a man, who labored as a slave along with dozens of others under the dominion of a Cypriot fief roughly sixty miles southeast of Amplus. In the process of his work on a massive excavation, the man stumbled upon a strange jar covered in disgusting pictures. When he broke the seal under the order of an overseer, he found a twisted hunk of meat inside. Before he could react, the thing sprang to life and bit him on the hand, burrowing into his skin and making him into the Progenitor. While he is the same size as a normal man if not a fair bit fatter, the key difference lies in his skin. All hair has fallen off and his skin is rough and calloused. Down the front of his chest, from navel to throat, is a vertical mouth lined with teeth. The Progenitor has the ability to control the mutations of the infected to a degree and command them. He wears a navy blue, hooded cloak that falls to his ankles.
    Hidden 9 yrs ago Post by BBeast
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    That is some nightmare stuff right there. Good going.
    Hidden 9 yrs ago Post by The 42nd Gecko
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    Scary! I do not want to fight your army any time soon!
    Hidden 9 yrs ago Post by Lugubrious
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    Thanks. I'm anxious to see your character, Bbeast, as well as Kabal's and Cyclone's.
    Hidden 9 yrs ago Post by BBeast
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    I didn't have any personal characters planned. Instead, I'll be focusing on the NPCs (at least, as far as they can be called that), especially Reginaldus, and the world.
    Hidden 9 yrs ago Post by Cyclone
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    I tried twice to write an opening post and hit writer's block hard. In any case, I have the character fairly fleshed out and should at least post the sheet soon.
    Hidden 9 yrs ago Post by Lugubrious
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    Cyclone said
    I tried twice to write an opening post and hit writer's block hard. In any case, I have the character fairly fleshed out and should at least post the sheet soon.


    I'm in the process of Fleshing out my character as well. Heheheheheh
    Hidden 9 yrs ago Post by 0011001
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    BBeast said
    That is some nightmare stuff right there. Good going.


    I can't wait for you to see what I have planned. It'll be fun... for me.
    Hidden 9 yrs ago Post by DR_TRAPEZOID
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    Did I go too heavy on the bold?
    Nah.
    Not enough bold.
    Hidden 9 yrs ago Post by DR_TRAPEZOID
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    DR_TRAPEZOID

    Member Seen 6 yrs ago

    BBeast said "Mervin," he said to an elderly man with a long white beard, purple robes and a pointy hat, who was the Arch-Chancellor of Magic

    Hmm...
    BBeast said "Merlin," he said to an elderly man with a long white beard, purple robes and a pointy hat, who was the Arch-Chancellor of Magic

    That's better.
    Hidden 9 yrs ago Post by Cyclone
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    coGM
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    Cyclone POWERFUL and VIRTUOUS

    Member Seen 23 days ago

    Here is my sheet, at last.

    Moggotheddon, Slave to the Chains - once a titanic Keeper with the strength to crush mountains, now he is the embodiment and defeat and helplessness. After his fall from power he was banished to Tartarus, shackled deep within in the depths of the bottomless pit and tortured by the horrors within. However, his jailers drove his primitive mind into unspeakable rage. Through sheer willpower he broke his chains and climbed out of the pit. The last vestiges of his former intelligence still remembered the way out of the Underworld, and so by pure instinct the Keeper crawled until he emerged from the Underworld, into a deep cavern below Cyprus. There, he collapsed from exhaustion.

    His colossal form is hideously mutilated; impaled and sliced in a thousand places, his entire body bathed by fire. His ears and nose essentially melted away and fused with the rest of his grotesque visage, while the rest of his form bears the scars of defeat and endless suffering. His wounds, kept fresh by the sickly powers of Tartarus, still ooze blood. However, despite all of this his mangled form remains puissant.

    Tormented to the point of insanity, the Keeper is no longer lucid. More akin to a raging and terrified beast, he exhibits no strategy or true aggression of his own; prone to only the occasional fit of anger in which his wrath usually inflicts more harm on any followers he accumulates than on enemies. His broken manacles are living things of their own, writhing like snakes and constantly fighting to subdue Moggotheddon once again. The behemoth alternates between long periods of peaceful slumber when he controls the chains, and nightmarish time spent awake, forfeiting his mind to the unadulterated rage that is his only way of overcoming the power of his chains.

    Expect an OP soon; I think I've figured out what I'm going to do.
    Hidden 9 yrs ago Post by Lugubrious
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    Lugubrious The player on the other side

    Member Seen 1 hr ago

    I like it.
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