This RP was created in cooperation with Cyclone, who in the previous forum was called eLEMenTaL7
A brief summary of the OP is down the bottom. Doesn't contain all the details, but it will give you a vague feel for it if you don't have time to read the rest of it
Long had Outremar dwelt under the illusion of peace and prosperity. Then we, the Keepers, returned in force, more powerful than ever, to this world. We set about enslaving, pillaging, and slaughtering the lesser beings and their cities that were blights upon the disgustingly serene land.
Then came the Four Harbingers of the Apocalypse, each one of the great ones but mere glimpses of the omnipotent and godly entity known as the Devourer. The Devourer, our great patriarch. It was he who created the scourge named Cormumag, a great demon who terrorized Outremar for years and fathered the first of us, the Keepers. It was the Devourer who came to us true Keepers in the form of the Four Harbingers, united us together to destroy the entire wretched world, and led us to glory. Then, once our purpose had been fulfilled and one world vanished, another came into our sights.
The Devourer has led us, as well as some Keepers from various other worlds, through a portal to a whole new realm. Once again, we have been given a purpose. Mark my words, we will bleed this planet dry. Cities will be sacked. Fortresses will be razed. The pathetic denizens of this world will be bend to our might or be crushed beneath us. There will be blood, whether it is in the name of the Devourer, ourselves, or another.
But be warned, this revolting paradise of a world is not so soft as it may appear. The air is laden with magic. The abundance of such energies has left many of the humans with magical powers, and those warriors who aren't battlemages, summoners, or knights with enchanted armor have access to the so-called 'black powder weapons'. There are those who would use magic to cast spells and kill you, those who utilize magic to be superhuman or enchant their equipment, and then those rare few who would rather blow you to bits with a cannon or shoot you with a musket.
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 beat (in other, more archetypal stories) during the course of the roleplay. The world we have now has known war, yes...but never against the likes of Keepers or their minions. Still, these humans know the land, have strength in great numbers, and most have gained magical powers in order to better adapt to their environments. They won't be defeated too easily, at least not at first.
Your real problem, after establishing yourself, lies with your fellow Keepers, as we are not a very organized or friendly group, and have always been known to fight each other. We're also not so easy 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 be mere overpowered mages or warriors as compared to demigods with huge armies. Your dungeon can be castle, tunnel, even a floating fortress. Do note that while you will always have one main center of operations, your first dungeon, you can build new outposts, conquer human settlements, or seize others' dungeons to expand your domain.
The larger the domain, the more powerful the Keeper. This is why Imps are very valuable to every Keeper, as they are the only creatures that can build you dungeon, and is also one reason why you might fight other Keepers. You could take over the dungeons of others to become even more powerful. Dungeons are customizable, however there is one structure which must be present in all Dungeons. That one structure is 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 – it’s where you should be if you’re not out leading an army. 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 and Constructs. Once you have a heart and a sizable dungeon, you can use magic to alter your physical form, or Avatar, and become far more powerful. Until then, you'd do well to lay low and make building your dungeon a priority.
1.3 Dungeon Rooms
Our dungeons have virtually limitless different types of rooms to be made and utilized. Each new one built will increase the size of your dungeon and the power your Keeper holds. Every Keeper will probably need some basic facilities in his/her dungeon, like a storage room, barracks, prison, foundry, and so on. It takes a lot of infrastructure to support a horde of minions!
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. At the start of this RP when your Keeper is spat out of a portal into the middle of a human city, he or she won't already be god-like. You have to work for a long time to build your power up to that point.
As I have already mentioned, you can always alter your Keeper's Avatar later on so that your physical form is more powerful, whether that means having new magical powers, the ability to fly, or just more muscle. Do be aware of your limitations, however; you cannot start with the ability to fly, use telepathy, destroy entire armies with your magic, and laugh as arrows bounce off your huge body covered with scales as hard as steel. Once again, I stress that you must slowly gain power to get to that point.
Should your Keeper be slain, 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, 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 once and for all”. 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. That isn't a good situation to be in, so avoid it if possible, but no meta-gaming or power playing!
When you’re resurrected, you’ll likely be rather peeved. So stay in that heart and start giving ‘em payback – remember, they can’t fight back very effectively against your realm itself. Creatures can be overwhelmed by attackers. 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 got absorbed into your rival's, making your foe doubly strong. Now, in the spirits of keeping this RP to continue and remain fun, 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 followers you will get are the lowly imps, which are weak little demons, and humans (you could enslave the humans, mind control them, or somehow convince them to serve you willingly). Imps and humans are the only followers that can construct your dungeon, so despite being pathetically weak in combat, they are still very important to your dungeon. Nobody really knows how the imps came to be, only that they inhabit a separate realm of their own and have been summoned to serve Keepers since the dawn of time. They’d rather spend a long evening in a torture pit or tavern than run outside and fight for you, but they abhor being without a master and will help defend your dungeon if they must. Just don't expect much out them in a fight; a few might be able to throw small fireballs, but most will have nothing but their tiny tools to fight with.
Now, just having imps would be a bit boring. After your Dungeon Heart is completed, you can go wild and create all kinds of creatures. 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. Should you get interrupted while making the blueprint, disaster will strike. This means that you can’t personally attempt to 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 and constructs. 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 from there the bad things will start happening.
In short, your avatar, the Heart, and a large chunk of your dungeon explodes from misdirected magical energy. If the thing you were making somehow survives, it will be malformed and probably unable to last more than two minutes on its own, so best to put it out of its misery. Just throw it at the enemy, provided they survived as well, since if they got this far you need all the help you can get.
We’ll be using a thing called the Fibonacci Sequence to determine how long each successive blueprint takes you to build. Just type it in on Google if you don’t know what it is – basically, your first creature takes three posts to create, the next one five, the next one eight, then thirteen, twenty-one and so on. By the way, these aren't your posts, but rather those of the others in this RP – so if you want to make your first creature, you can’t spam three posts to get it straight off. They’ve all got to be other peoples' posts.
Your creatures don’t increase in power as your dungeon expands – they stay just as you have created them, and your first few creatures have 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 or the humans. Your creatures can have magic too, only their powers will be far, far weaker than those of any Keeper. After all, they’re just creatures, shaped by our will – we’re the demigods around here.
Once you’ve created a blueprint, then it is relatively easy to create hordes more of that specific creature. A room designated as a summoning chamber, hatchery, or something along those lines will allow your imps or other followers to create more of that creature without your aid. Extremely minor changes to an individual caste of minion can be easily done, whether it be a physical change in, say, pigmentation or a replacement of swords with spears as standard weapon. Any serious modification, however, requires an upgrade. Upgrades take the same amount of other peoples' posts to complete as the creature (that is being upgraded) took to create as a blueprint. Luckily, this process doesn't need to take place in your Heart and won't incapacitate you.
Think of Constructs as the link between you and the rest of your normal creatures – they’re the halfway point. They are far, far more powerful than ordinary creatures, while still being much weaker than all but the most pitiful of Keepers. Constructs can keep your minions in line while you're not there and are often deployed to lead scouting parties or armies. Being much more closely linked to your Keeper than any mere creatures, a Construct can easily be empowered or even possessed if the need should ever arise.
The strength and great loyalty of Constructs comes at a cost, however – they must be personally created by your Keeper, which is a hassle. You create Constructs similarly to how you create your creature blueprints. For example, a level one Construct would take three posts to create, and your Keeper must spend that time in his or her Dungeon Heart uninterrupted.
3.3 Rogue Constructs
After the great wars thousands of years ago on Outremar, many constructs fled their dungeon when their Keepers were destroyed or imprisoned. They have been hiding or sleeping ever since, but when the Keepers returned, so did the Rogue Constructs. A few of the sly monsters even followed the Keepers and Harbingers through the portal on Outremar.
On Elysian, the new world that this takes places on, there aren't really any vestiges of bygone wars between Keepers. There's just your occasional superhero, mutant, or evil genius. Still, an ambitious and rather powerful human, or some sort of great beast could act as Rogue Constructs and still be from this planet.
Anyone who doesn't want to play as a Keeper in this RP can be a Rogue Construct. While Rogue Constructs can be stronger than normal Constructs, they still cannot create creatures and proper dungeons, or stand up to the might of a Keeper. It would probably be a good idea to ally yourself with a Keeper for protection and access to an army to have some fun with.
My only qualm with having your Rogue Construct being something as fantastical as a hydra would be the lack of originality. The Keepers from Outremar created all sorts of vile abominations, and Elysian is a very magical world. Regardless of whether your Rogue Construct is a native of Elysian or is arriving from Outremar through the portal the Keepers come through, there is the potential to create a very interesting and original character.
4. The World
Outremar was once a massive shield volcano, located on an entirely separate planet (and even in another dimension) from Elysian. Eventually, it became dormant, and humans, trees, and other critters migrated onto it. Cormumag and his children, the Keepers of Outremar, wreaked havoc during five different ages of evil.
Now that you know all of that, you may as well forget it. The end of Outremar's Fifth Age culminated in a great battle between several angelic beings, Keepers, the Horsemen, and thousands of humans. The Horsemen and the Keepers that chose to ally with them were victorious and managed to cause an Apocalypse. As this RP takes place on Elysium, Outremar is being torn asunder and blown to bits.
Elysium is a large continent roughly the size of Africa. In the shape of a tear-drop or pear, it stretches from south of the equatorial tropics to the edge of the northern polar ice cap. The planet is smaller in size than Outremear or Earth, but unless you are doing some cartography that won't make too much difference. The sun is not a conventional sun. It is a colossal gas giant which emits huge amounts of heat, light and magic. It is called the Source, and is where most of the world's magic originates. As it is a magical world, you may find the occasional magical landmark or magical species.
Map of Elysium
In case it is of use, prevailing equatorial winds come from the West, prevailing polar winds come from the East, on the East coast currents go towards the equator and on the West coast currents go away from the equator.
The various civilizations you will encounter on Elysium do actually pose a significant threat to any would-be conqueror. This large continent is not entirely unified, though it is somewhat politically stable as of the beginning of this story. Various tribes, kingdoms, and empires have existed. They have grown, fallen apart, and even had a few wars in the past. Of course, never in their past did a horde of extradimensional beings show up to enslave and pillage people, so this will be a first.
Keep in mind that magical is very prevalent on Elysium. Sure, there might be an occasional enchanted forest populated with mythical critters and monsters, but the main impact of this is that about every civilization worth conquering will have magic of some sort at their disposal.
Not every human has magic, but it is common enough to transform the type of warfare conducted on this planet. You might send an army of ogres into battle with plenty of armor, expected to face archers, only to find that your enemy utilizes spellcasters instead. You might send a flock of bird-people to fly over the enemy soldiers and drop throwing axes, only to find that your foes have enchanted armor or have used magic to enhance their bodies to the point that any one of them could catch a flying axe and easily hurl back with five times as much force.
This world, in terms of technology, is at close to the level of Earth during the Renaissance. This means that any Keeper or group of humans could have access to cannons and muskets, though they would probably favor the use of magic. I won't forbid combining technology and magic to create potions, magical automatons, or anything like that, just don't have your Keeper or an NPC group gain access to anything ridiculously powerful.
Feel free to create NPC people, organizations, corporations, towns, whatever. Just make sure you don't create anything that is ridiculously overpowered in some way, and all should be well.
There might be a few groups of people who don't have any magic, but for the most part every group of people will probably have at least one caste of people with some sort of magical ability. For instance, you could encounter some desert nomads that are able to transmute small quantities of sand into water. Large cities or empires could enjoy the benefit of having many different people and therefore many different types of magic to make use of.
4.4 Some history
Long ago after Outremar collapsed, men colonized it. However an ancient evil created at the beginning 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 fleet 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 antithesis 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 next three ages of evil were lead by Corumag's offspring, the Keepers of Outremar. While nowhere near as powerful as their magnificent forefather, the Keepers were numerous, ruthless, and ambitious. With the help of the imps, their demonic allies, they constructed great dungeons and formed armies of all manner of terrible creatures. Blood of slain humans watered the fields of battle, while fires devoured the greatest of cities. Those ages were glorious, while they lasted. But after the Fourth Age, there was peace and serenity for centuries.
When the Keepers were thought of as long dead, or even as mere myths, there came the Fifth Age, one last Era of Evil to bring about a suiting end to Outremar's history. Doviculous the Master of Shadows, a great giant called the Stonelord, a strange Keeper wielding the powers of machinery and technology, and countless other Keepers appeared, bringing chaos and destruction with them.
For a time all was normal, but things began to go awry when the various keepers found themselves in possession of a number of symbol stones. At about this time. there appeared three new entities appeared on Outremar by the names of Dormammu, Aeternam, and Moros. As time wore on, the new arrivals turned out to be none other than the Harbingers of Destruction, the Horsemen of Conquest, War, and Famine. A Keeper called Escre revealed itself as Death, and the Four began traveling across Outremar seeking the symbol stones and the service of the keepers who possessed them. Those who yielded the potential power in the stones to the Horsemen became the fearsome Harbingers, while those who defied the inevitable were marked as enemies. The master plan of the Horsemen was to use the stones to construct the Iocinor, an artifact of incredible power destined to drain the power of Cormumag, who still lived in a forgotten prison deep beneath the sea. Just when all was fun and games, however, the Antikeepers appeared on Outremar once more. The angelic beings, the most prominent among whom were Zadok, Arial, Sophist, and the phantasmagorical Weaver, had a simple mission: to stop the Harbingers and their Keeper allies in order to save the world.
The final hour of Outremar began with a great battle above Outremar's ancient prison. The Harbingers and their allies, the Antikeepers and the humans under their protection, and a few other Keepers who had their own purposes all clashed together. In the end, the Iocinor successfully drained Cormumag's power and set in motion the Apocalypse.
The Weaver, unlike his allies, cared little for the plights of mortals. A celestial guardian whose sole purpose was to ensure the universe's survival and oppose those like the Horsemen, Weaver was more than willing to attempt to sacrifice Outremar in order to finally end the threat of the Horsemen. However, when the great guardian attempted to cause a cataclysm by severing and unraveling the divine threads that made up the very matter of Outremar, the holy threads proved to have a mind of their own and fought back.
The Weaver, who drew all its power from these divine threads, had been both cursed and blessed. Rejected by the universe that had been both the creator and slave driver to the Weaver, the guardian was finally given free will and the ability to do as it pleased. However, disconnected from the divine powers and now full of negative thoughts and energies, the Weaver was corrupted and transformed into the Ripper.
The Ripper, consumed by its own hatred for the divine threads, decided that it wanted nothing less than to destroy everything in existence. Betraying the surviving Antikeepers, Ripper aided the Horsemen by breaking the Seventh Seal and bringing about the Apocalypse.
At the last moment, the Horsemen created an unstable portal to another world and offered an invitation to all who had survived the battle: die here with Outremar or take your chances going through the portal. Those who entered found themselves somewhere new and very strange: Elysium.
Elysium is a small world originally created by Sophist, one of the mighty antikeepers who fought in Outremar's great battle. Fortunately, the bumbling fool was slain by the Horsemen. With his death, there was no magic seal separating his world from the rest of the Multiverse, and fate was kind enough to have the portal lead us straight to Elysium.
As powerful as Sophist was, his perfect world was still only perfect in the sense that resources were dispersed equally across beautiful landscapes and the land gave plenty. The humans and other creatures, which were taken to Elysium from other realms in the earliest days, were far from perfection. Naturally, not even Sophist was quite able to control an entire planet for long, and so the men split off into various tribes.
Naturally, they then found reasons to get into their petty wars, and found ways to use the abundant magic to kill each other, despite Sophist's vain and petty hopes of peace. This world has seen war, but at present there still isn't near enough bloodshed and anarchy. We Keepers can fix that, and have a bit of fun in the process.
This RP is migrating 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 for the following two. The map of Elysium was made courtesy of BBeast.
Aside from using common sense and following the typical rules, (play fair, no godmodding (controlling others' characters), no metagaming (using knowledge your character doesn't have), etc.), there's just one thing.
In order to help others see your progress and ensure that nobody cheats by advancing too quickly, I ask that you keep count of your progress towards new creatures, constructs, rooms, etc. at the bottom of your post. While not required, it would also be great if you could keep count of your Keeper's current forces and resources, and provide me with a brief description of your dungeon that I can add to the Compendium.
I will try to keep a running record of all Keepers, their appearance and domain (theme over which they preside, like fire or swamps), and brief descriptions of their dungeons and creatures. I find that such records are incredibly helpful whenever two players start interacting. You yourself will be supplying these snippets of information by appending them to the end of your post right next to the obligatory status update. Just a few words will do. If you elect not to do this, you don't get logged in the compendium and it's that much harder to get things done around here.
No character sheets are needed, just make a descriptive entry post about your Keeper's humble beginning on Elysium, and perhaps reveal the backstory of your character over time.
It is also worth noting that your character needn't necessarily be from Outremar. As explained in the Introduction, a godly being known as the Devourer has occasionally created Keepers on purpose to manipulate and use to further its goals, or accidentally warped lifeforms into Keepers with its corrupting aura.
As a result, you wouldn't be contradicting the plot or storyline if for some unknown purpose your Keeper was transported from some other plane alongside the other Keepers, or something similar. Whatever floats your boat; I don't want to discourage creativity and the creation of unique character stories.
You are a Dungeon Keeper. You are very powerful magically and physically, and essentially evil. You build a Dungeon of your design to house your forces. This Dungeon must contain a Dungeon Heart, which is the centre of your power and your control centre for the Dungeon.
Your Avatar, which is your physical manifestation, can be anything of your design and may be redesigned as you grow in power. The main measure of your power is the size of your Dungeon and domain. If your Avatar dies, you may regenerate in your Heart. This takes time, though.
Also important are your minions. You start with imps. Weak creatures, no good for fighting, but they are the only minions that can build your Dungeon (humans can also be used). You design the rest of your army. Each new type of creature needs to be designed separately. Designing a creature requires your undivided attention for a number of other people's posts. That number follows the Fibonacci Sequence, starting at 3, and going up for each consecutive creature. Each consecutive new minion may be more powerful than the last. Once you design a minion once, you do not have to go through the same process to make more of the same. You may destroy one kind of minion to reduce the time it takes to make a new one.
Then there are Constructs. They are like generals. More powerful than other creatures, and each unique. They follow the same rules as creature making, except you must make each one individually. They can not be mass produced. They may also act as conduits for your will.
Feel free to create NPCs in the world as you please (with-in reason, of course).