The world is at peace. Its inhabitants live lives of tranquility, peace and happiness. Nobody now knows the feelings of suffering, poverty and hunger. The last major tyrant was defeated over five thousand years ago, his cohorts and warriors soon after. Love,hope,and joy blossom in this golden age of man. Not a sword has been forged in the last two thousand years.
How any world goes so far astray is beyond me completely. A world without pain, without suffering, without slaughter? It is beyond belief. A vile insult to the forces of evil and nature itself!
No matter. I have only been here a few hours, yet my task is already clear. These few imps, so desperate, so despondent that they had gone so far as to summon themselves a master, are my only tools in my coming mission. Through them, I will tunnel. I will hide. I will build up my forces.
And then, I will destroy. I will have my revenge. This world will burn. My brethren will awaken soon enough to do the same.
My armies will wage unholy war upon these pathetic wretches, and the others who have the audacity to challenge my authority.
Their idyllic lives will be ripped from them.
They will feel the wrath of the Dungeon Keepers.
As one may have guessed, this roleplay is not focusing on being the ‘good guys’ of the roleplay. Rather, you are the evil overlord you have always been trying to kill(in other, more archetypal) during the course of the roleplay. The world above has not had the shadow of war hanging over it for five thousand years, after the last true warlord Cormumag was defeated in battle. That ended the last age of evil.
Easy pickings, eh? The farmers don’t know which way to hold a sword any more, the warriors are non-existent now that they’re not needed any more, and everyone’s just far too nice to be a threat. Only the Lords pose any real challenge. And even they are too scared to go to your dungeon. Practicly the only thing you have to worry about is an adventure poking at your weak points. But they are a feeble lot.
Your real problem lies with your fellow Keepers, as we are not an easy bunch to take down.
1.1 Dungeon Construction & Basics
1.2 Dungeon Heart
1.3 Dungeon Rooms.
3.1 Blueprints & Basics
3.3 Rogue Constructs
4. The World
4.4 Some history
1.1 Dungeon Construction & Basics
Dungeons are essentially our bases of operation. Without them, you'd basically be more overpowered mages than demigods with huge armies. Dungeons can be castles, tunnels, heck even a floating fortress. The larger the Dungeon, the more powerful the Keeper. Imps are the only ones who can construct your dungeon. This is why, for example, a Dungeon Keeper would attack his/her fellow Keepers. They could assimilate their siblings' Dungeons and become even more powerful. Dungeons are customizable, however there is one structure which must be present in all Dungeons. The Dungeon Heart.
1.2 Dungeon Heart
We are sustained by the first creation we make, the Dungeon Heart. Now, the Heart is our sanctum sanctorum – here’s where we should be if we’re not out killing peasants or some other thing. You see, while you’re resting in the Heart you can do loads of things – you can expand your conscious mind to your entire dungeon, letting you see everything that’s going on within it at once (your magical powers get downgraded slightly, as they’re being used to keep an eye on everything, but this lets you rain down death upon invaders everywhere); you can directly give orders to your beings all over the dungeon, such as telling them to mass here to prepare to attack the Keeper next-door, and, most importantly, you can create new Creatures.
1.3 Dungeon Rooms
Our dungeons have several diffirent types of rooms to be made and utilized. Each new one built increases your power and strength. There are many diffirent types. Below are the ones that are the basic things every fully operational dungeon would want,others can be made up and excavated if you like.
1. Dungeon heart explained above
2.Portal chamber, here you will build yoour portal to summon up your monsters(you have to have the blueprints for them first)
3. Treasure room, here you store all your goodies and gold. You pile your wealt up here.
4. Lair, the barraks for your creatures to rest in bigger lairs means you can have bigger creatures.
5. Training room, where as the name implies your monsters can grow stronger under a vigorous training routine
6. A library, to store all of your evil knowledge and research ancient tomes to find new spells in
7. Prison, to keep your various enemies and uh overactive minions
8. Torture chambers, to get information and entertainment at the same time
Keepers are demigods in an interesting way. They have immortal souls, as in they will always be conscious. However, their bodies can be destroyed and manipulated by magical and physical means. This means that Keepers can take on the form of whatever they choose, as long as they have the power to do so. This physical shell is called an 'Avatar'. If you wish, you can forfeit certain things for others – you could ditch your magic in order to become the Keeper equivalent of the Hulk, or lose all your considerable physical prowess to become ultra-magical.
As the game goes on, and your domain gets bigger, your Keeper’s Avatar can change grow. For instance, when your domain gets big enough your avatar could be a fifty feet tall, fire-breathing daemon with a huge axe in one hand. Fitting in the tunnels of our underground realms is a problem you’ll have to take into consideration though.
Your creatures become a disorganised rabble. Your Constructs, if you have them, may be able to keep them under control, but creatures are normally weak-willed things that will be terrified out of their wits that their master and maker has just been defeated.
Assuming you manage to beat back the enemy who just managed to put a serious dent in your operations, then you’ll want to try and resurrect yourself ASAP. A Dungeon without a Keeper is a gilded invitation to your foes saying “Dear Keepers, come here and kill me”. The first step towards doing that is rebuilding your Heart. After that it’s the standard resurrection sequence, in which you spend a couple of pages with your minions trying to get you back. During that time your dungeon is crippled – you can’t get new creatures, can’t fight off any invaders with magic, and everyone else will probably be swarming to finish you off. Not. Good.
When you’re resurrected, you’ll likely be very, very pissed off. So stay in that heart, and start giving ‘em payback – remember, they can’t fight back very effectively against your realm itself. Creatures, yes. The very walls and floor, not likely.
If you don’t manage to beat the enemy off, then this is even worse than having everyone swarming to defeat you. Your creatures will all be dead, your forces slain, and your dungeon probably absorbed into the enemies, making him doubly strong. Now, in the spirits of keeping this going as long as possible, you can always say that a few imps managed to run away – they can summon you back to life after a while, just I’d suggest that it’s very, very far away from your old home. After that, again, it’s up to you – I’d suggest building up in secrecy.
3.1 Blueprints & Basics
The first type of creature you get is the lowly imp. Magical constructs from an era long before our own – long before Cormumag’s, the father of the keepers, first age of evil even – they are the heart and soul of our operations. They’d rather spend a long evening in the torture chamber than fight, and can run far better than they can battle, but they have their uses.
They’re our first creatures, and they’re the only ones that can dig and build. Without imps, we’d be unable to do anything. If we didn’t have imps, regardless of their cowardliness, then we wouldn’t be able to dig out new segments of our dungeons. Without them, we wouldn’t be able to build buildings above ground. Without the lowly imp, you wouldn’t be able to install the devices that will harvest magical energy from the land. In short, they get everything simple done for you. They’ll also fight to the death to protect your Heart if they must, since imps need a master and abhor not having one. They’re worthless fighters, having only a pickaxe and a sack to fend off attackers with, and no armour at all, but they’ll still do fight if backed into a corner.
Now, just having imps could be a bit boring. After your Dungeon Heart is completed, you can go wild with your creatures. You make ‘em. The process is quite simple – you go into the Dungeon Heart, you invent what you want to create – let’s say an ogre, not imaginative but it’ll do – and then you start creating the blueprint for it.
Now, this is where you got to be careful. You get interrupted while making the blueprint then things go bad. This means you can’t try and organise a defence for your base if it comes under attack, you can’t rain down death from the heavens, you can’t do anything. Your life, and the safety of your base, rests firmly with your existing creatures. All your avatar’s attention is focused on the creation of a new blueprint – someone kicking open the door of the Heart will be enough to break his concentration, and everything goes pear-shaped. In short, your avatar, the Heart and a large chunk of your dungeon explodes from misdirected magical energy. If the thing you were making survives, somehow, it will be malformed and probably not going to last more than two minutes on its own, so best to put it out of its misery. Just throw it at the enemy, since if they got this far you need all the help you can get. If the enemy survived as well.
We’ll be using a thing called the Fibonacci Sequence, starting with number three, for creature creation. Just type it in on Google if you don’t know what it is – basically, your first creature takes two posts to create, the next one three, the next one five, eight, thirteen and so on. Not your posts, someone else’s – so if you start making your first creature, you can’t spam two posts to get it straight off. They’ve all got to be everyone else’s posts.
Your creatures don’t increase in power as your dungeon expands – they stay just as you have created for evermore, and your first creature has to be something fairly weak. As your dungeon expands, you can create more complicated creatures and, if you so wish, destroy the weaker ones to reduce the amount of time it’ll take you to make a new one. Just, you have to destroy the old ones first before you make the new ones – no distractions or things go boom, remember?
Please note, magic isn’t just limited to you. Your creatures can have magic too, just theirs is far, far weaker than yours is. After all, they’re just creatures, shaped by our will – we’re the demigods around here. For instance, they can’t view the whole realm, or create entirely new creatures no matter how strong they become.
Once you’ve created the blueprint, then more of the creatures are far easier to create. A Portal is the usual reagent for this, but feel free to use another method of increasing your numbers. Portals are a sort of magical repository which can create new creatures for you after the initial blueprint for them is completed. It can’t affect changes, beyond very minor random ones like hair colour if they have hair or slight changes in pigment, so you won’t be able to use it to modify existing ‘blueprints’. Remember though, if the last creature of its kind dies, you gotta make the blueprint all over again.
Think of Constructs as the link between you and the rest of your normal creatures – they’re the halfway point. They share the same basics as normal creatures – same look and natural weaponry – but they’re overall better. Their skin is tougher, their brains far more developed, their magical prowess greater… They’re normal creatures on steroids. This comes at a cost, however – they take time to make as well, and your Avatar has to do it him/herself. For example, let’s say you wanted to make a Construct of your first creature. This’d take your avatar another three posts, following the exact same laws as the creation of the creature blueprint. The avatar can’t be interrupted, of course, so do be careful. Once completed, a Construct acts as a sort of general, able to organise your forces into more than just a rabble of raiders – What was at first a crumbling defence can pull itself together and win the day if a Construct shows up. Your own presence on the battlefield has an even greater impact on your creatures, inspiring them to greater acts of “heroism”. With a Construct leading them, rather than just killing everything in its way during the next peasant raid your forces will actually take the time to take prisoners and thoroughly check the place over for hidden loot or unfound foes before they leave. After all, you can’t very well lead your forces in a common raid, you’re far too busy managing your dungeon or fighting the Keeper next door
If a Construct is in the area, you can use him as a sort of conduit for your will – won’t be able to stand up to another avatar, but it’s still handy. This will allow you to lash out at any enemy who dares get close to your direct servant, so long as you are in the Dungeon Heart at the time. If you’re outside of the Heart, then you’re a bit too busy being in your own body, and thus won’t be able to spare the time and concentration to project yourself through the Construct’s. You create Constructs from an existing creature though, and they don’t count as blueprints, so if you want to make a Construct ASAP then do it with your second creature. As one can imagine, Constructs can be fairly useful. You can only have one for each type of creature though.
3.3 Rogue Constructs
After the wars thousands of years ago, some constructs fled their dungeon when their Keepers we're destroyed or imprisoned. They have been hiding ever since, and now that Keepers have risen, may even return. Anyone who doesn't want to be a Keeper can be a Rogue Construct, but should quickly find a master or risk death by the hands of one.
4. The World
In the distant past, the continent of Outremar was a gigantic shield volcano that gently sloped downward into the great Panmundus Ocean. The volcano had been dormant long before men found their way to Outremar as it‘s magma filled interior drained and hollowed out. In more recent antiquity however, a terrible earthquake shook the great volcano to it’s core. The earthquake caused much of the inland region of the Outremar volcano to collapse and fall into the deep hollow center, forming a huge caldera. The earthquake tore chasms and valleys through the continent all the way to the Panmundus Ocean, allowing a great flood of seawater to pour into the caldera, creating the atoll of Outremar as we know it today, this is why the shoreline of the sea in the middle of the atoll, the Basthis Sea, is made up of jagged, sheer cliff faces while the outer shore is gentle and mostly consists of sandy beaches.
Outremar’s climate is quite warm. Moist ocean winds blow from the east, drenching the eastern slopes of Outremar in drain and coating it with jungle, and in the case of the great eastern cape and the cape islands, a forest of giant, bioluminescent mushrooms and other fungi. On the northern and southern slopes of the great atoll of Outremar, the rainforest makes way for verdant grassland, nicked with ravines and chasms and studded with small stands of palm trees and other jungle-esque growth. To the west, the grasslands become dry savannah grasslands, as the moist winds from the west are depleted of water. On the far western slopes, the deserts and dune ergs can be found, where the coastal sand mixes with black sand from volcanic rock to form a distinct grayish sand.
Meh, they’re not a problem at all. The most dangerous hero you’re gonna encounter is a Lord, and while they are quite dangerous in their own rights a Construct should be able to match ‘em blow for blow. Add in a few creatures, and they’re sorted. Lords are troublesome, but they’re not exactly going to come in packs, so the worst thing you’re gonna encounter is a Lord in shining armour and a village of peasants who’ve been conscripted straight off the bat to try and end your reign of terror. Like that’ll happen, kill ‘em all!
Feel free to create NPC races, towns, even civilizations. Just make sure you don't create anything that is excessive in the fields of technology, magic or sheer physical power. By this I mean no dragon races, no robots, no undead empires. I think you get the idea.
4.4 Some history
Long ago after Outremar collapsed, men colonised it. However an ancient evil created at the beggining of the world and locked in the sheild volcano emerged. Cormumag created the first dungeon on an island in the middle of the atoll. He created evil as we know it, he spawned the first keepers, his children. His dungeon was the largest we know of. His armies spanned miles and his constructs were numerous. He created a great black flleet called the shadow navy that invaded first the jungles of the east reducing many parts of it to wastelands(which later grew back up) and then ordered his armies westward in the north and the south conquering many of the grassland kingdoms. In the savanah of the west and the great deserts he enslaved whole peoples. He was only stopped when an angelic race, the opposite of the keepers arrived on Outremar and bested him, chaining him to his own island, above his now destroyed dungeon. His children crept to the edges of society to lurk and breed. His armies were tossed aside as childrens playthings and the first age of evil ended.
The second age of evil was led by his children who were now powerful and with many decendants. They set up dungeons everywhere and no angels arrived to stop them. Soon however a new breed of hero brought their downfall, the adventurer. He dared to head into their dungeons with small forces to sabotage their operations while they were away. Through this it was discovered how to kill a keeper and many were destroyed. Only 3 of Cormumags children survived this age. The keepers left and sailed to the isle of their father.
The third age of evil was the last one. The grandchildren of Cormumag led this along with 2 of his surviving sons. They rained death from the skies in their new tactic. Keepers literaly fell from the heaveans(from the dark magic cloud bases of the keepers) to build their dungeons and terrorize the country side. These new sky bases stopped the method of destroying the last wave of keepers. The clouds could not be touched by the pitiful humans. Cormumags island had begun to sink and soon his chains rusted and his power grew again. His decendants who had lived on his island for the millenia beteween the second and third age had unkowningly helped to weaken his bonds and give him strength. He broke free and began rampaging about Outremar. However he was stopped when his three children were tempted by a human hero to usurp their father. They tried to do so and were killed. The grandchildren who led the war did not escape his wrath either and were decimated, in the proccess destroying thier shadow cloud bases. Cormumag had effectively reduced the keeper population and the remainder were banished or fled to shadow realms to be summoned from on a later date. Cormumag stood as the last threat to mankind and lords from all of outremer banded together and marched their armies against cormumag. They attacked him ravenously and stole his heart which he had incorparated into himself, making his body his own dungeon. They destroyed it and cormumag was no more. But he may yet return through some unkown means, infact it is common keeper beleif that at the end of days cormumag will march from the mother dungeon below the earth with all dead keepers to conquer outremar in the final battle. It is not known if he will suceed though.
Now the fourth of age of evil is starting. Like every other ages begining first you keepers must build your forces, strike, and then make war. How will this age end though? If it even does end. Perhaps Cormumag will rise again in this age!
Credits to Senger Drol/Tri for the original version of this, and GrandEnder for making the last one one.
No Bios are needed, just make a descriptive entry post and don't do anything to unnatural.