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 Dungeon Keepers: New Lands

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The Void
Newborn
The Void


Posts : 37
Join date : 2012-10-19
Location : My personal hell.

Dungeon Keepers: New Lands Empty
PostSubject: Dungeon Keepers: New Lands   Dungeon Keepers: New Lands EmptySat Nov 10, 2012 8:19 pm

((This is actually a ripoff of the original, all credit goes to the maker except for the modified parts, which the original maker gets only some credit)
Long ago, the Fifth Age of Evil ended. Outremar had been bathed in death, and chaos had been unleashed. Some of the Keeper's offspring lived, but soon after, the last one died at the hands of the Antikeepers. That is what most think, at least. Other Keepers sailed to a new place, and went into hiding there.

The peace has remained for too long! The world above is covered in joy and goodness, just what the Keepers hate! It is time for us to rise again, and take back our spot as the best!

This new land called Remitar shall be plunged into a world of evil!

Basis:

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 two thousand years, after the last keeper died.
Easy pickings? The governors, kings, and popes won't fall easily; they have armies under their command, reinforced castles, and well-defended places of worship. This is the result of civil war among several nations of Remitar. However, very few would be willing to venture into a Keeper's dungeon, so they should not be an issue.

Your real problem lies with your fellow Keepers, as we are not an easy bunch to take down.

Index:
1. Dungeons
1.1 Dungeon Construction & Basics
1.2 Dungeon Heart
1.3 Dungeon Rooms.
2. Keepers
2.1 Avatars
2.2 Death
3. Creatures
3.1 Blueprints & Basics
3.2 Constructs
3.3 Rogue Constructs
4. The World
4.1 Geography
4.2 Resistance
4.3 NPCs
4.4 Some history
5. Conclusion
5.1 Credits
5.2 Starting

1. Dungeons

1.1 Dungeon Construction & Basics

Dungeons are essentially our bases of operation. Without them, you'd basically be more overpowered mages or warriors 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 different types of rooms to be made and utilized. Each new one built increases your power and strength. There are many different 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 (Or spawning) chamber, here you will build your portal to summon up your monsters(you have to have the blueprints for them first) or grow them from magical sacs, called Enrosc.
3. Treasure room, here you store all your goodies and gold. You pile your wealth up here.
4. Lair, the barracks 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


2. Keepers

2.1 Avatars

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. Also, be original!

2.2 Death

Your creatures become a disorganized 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 SPORE 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. Creatures

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 armor 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 organize a defense 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 elses' – 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 elses' 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 color 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.

3.2 Constructs

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 organize your forces into more than just a rabble of raiders – What was at first a crumbling defense 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

4.1 Remitar


Remitar was at first a tiny island with a volcano on it. As the volcano spewed more rock and lava, Remitar slowly grew. Vegitation grew from the original part of the island, and animals slowly came. All seemed quite well, but something deadly was below the now small continent...

Under Remitar was a huge chamber of lava, which before had only one exit point: the volcano's top. The volcano had closed in long ago, though, so it had to force its way out. Many earthquakes happened, and then a huge explosion occurred in the middle of the continent! This made the huge lake in the center of the continent. Remitar now has some mountains, a few islands, multiple forests, deserts, and everything else.

4.2 Resistance

They’re mostly not a problem at all. The most dangerous enemy you’re gonna encounter is an army commanded by an experienced general with bombardment weapons, and while it is are dangerous in their own right, a keeper-made army should stave off the humans with almost no resistance. Having a Construct on the battlefield, or being there yourself, almost guarantees victory. The armies are troublesome, and backed up by many cannons and guns, but there's only so many veteran soldiers any town or nation can put into battle, and after a while they'd either succumb to your forces or grow tired of trying to end your reign.

4.3 NPCs

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. However, because this is set something into the Renaissance era, there is a fair bit of primitive technology such as guns and cannons. There are no vehicles or electronics. I think you get the idea.

4.4 Some history

Long ago after Outremar collapsed, men colonized it. However an ancient evil created at the beggining of the world and locked in the shield 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 Savannah 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 descendants. 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 Cormumag's 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 literally fell from the heavens(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. Cormumag's island had begun to sink and soon his chains rusted and his power grew again. His descendants who had lived on his island for the millennium between the second and third age had unknowingly 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 process destroying their 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 incorporated into himself, making his body his own dungeon. They destroyed it and Cormumag was no more. But he may yet return through some unknown means, in fact it is common keeper belief 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 succeed though.

The Fourth age of evil was one of havoc. A new devotee, the humble imp, pioneered the art of summoning Keepers back from their various prisons or dimensions. More Keepers than ever before appeared on Outremar, causing great tragedies and destruction. Their names ring throughout legends: The Being of the Void (Known to the later civilizations as Effigia, which is Immaterial), Avak Iascor the First Rage, the twins Zorthax and Sladway, which are also known as the Atra Gemini, Reidan the Heavy-handed, and many others who are lost to time. The mentioned Keepers met on a plain in two alliances: Avak and Reidan versus the Being and the twins. In the end, Avak, on the brink of death, destroyed himself in an immense explosion that also took out the other Keepers. Reidan alone had escaped, who sensed that his time had come to leave Outremar. The war was called the Battle of Five Armies, and the plain was called Vastatio, which is Devastation.

The Fifth Age of Evil has very little history, but archeologists have recovered towers, skulls of dragon-like creatures, bones, remnants of dungeons, and even a tower which had a huge amount of energy emitting from it. They also found a list of all the Keepers and Antikeepers;Keepers:
Detuiron the Technomancer, Future Keeper, Escre, Ethereal Keeper, Gorsik the Stonelord, Earthen Keeper, Jillian the Dark Mistress, Poison Keeper, Tempus the Final Freeze, Crystal Keeper, Escavar the Aspirant Overlord, Einzige the Entropic Seer, Irifiers the Second Kind, Estranged Keeper ,Dark Thorn the Firelord, Aurin the Master of the Mind, Aurorus, the Stormbringer; Tempestral Keeper, Mashdar, Carmina Rege the Crimson Lord, Demon Keeper, Sophist the Great Creator, Zadok the Ender of Ages, Arial the Benevolent Mistress, Doviculus the Shadow Master, Helrac the Life Forrester, Riscienne the Lady of the Sea, and The Weaver.

Now, the First Age of Evil on Remitar has begun, and the Keepers themselves will shape history again.

5. Conclusion

5.1 Credits

Credits to Senger Drol/Tri for the original version of this, GrandEnder for the second version, Prospo for the third version, and Cavalier639 for the fourth version.

5.2 Starting

No character sheets are needed, just make a descriptive entry post and don't do anything too unnatural. Now go out there and start your conquest!
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