You are TrappedOOC ThreadYou open your eyes. The room is dim, though a bright shaft of light shines from somewhere high up above your head. A small white square is set into the ceiling, much too far for you to reach it from here. You rise from the pile of straw that serves as your bedding, your bare feet quickly growing numb against the cold reality presented by the roughly cut stone of the cell floor. You strain against the chains wrapped around your ankles and waist, tugging at the links experimentally, and look up at the faraway light once again, wondering who would have brought you to such a godforsaken place, and why they saw fit to leave you stranded at the bottom of this pit. To rot. To go mad. To suffer. You shake the thought from your head.
No. You resolve.
I'm going to make it out of here. I'm going to kill the bastard who threw me into this hole. And I'm going to laugh while I do it.---
Avoid the horrors that await you in the labyrinth or face them head on, and journey to defeat the master of the dungeon. Come together with your fellow prisoners, or face a swift death. This is a high-fantasy game, but expect me to do my best to create macabre or twisted descriptions of any creatures you may have once loved. You start in your cell, and the first thing you need to do is get out.
Name: Nothing silly I hope.
Gender: Male or Female
Race: Human, Elf, Orc, Dwarf
Appearance: No perfect or silly characters.
Profession: What did you do before you were imprisoned? No wealthy characters (knights, merchants, nobles) unless you've been out of that job for a long time.
Skills: Choose three skills to be
Proficient in
or one to be an
Expert in. Make them fairly specific. Ex. Axe using, small shield using, light armour using, bomb-making, leather working. Ask for what you want and I'll work with you to figure out what will be the most fair while still being useful.
Item: Optional. Choose one item that the guards wouldn't have found on you. No need to mention how it was hidden, but it has to be small enough to fit in the palm of your hand. It doesn't have to be useful, it could be a mere trinket.
Magical Potential: Choose yes or no. Magic is an invisible natural force around us that is a source of all that is material, including and especially life. It can be harnessed to varying degrees by all living things, including humans, elves, orcs, and dwarves, whether they know it or not. Having magical potential makes you aware of the magical forces surrounding you, allowing you to sense magical creatures or beings when they are near. This also makes you much more vulnerable to the effects of magicks, as well as granting you the ability to use these same magicks yourself.
Spell: If you have magical potential, choose one basic ability to start off with. I will downgrade it myself to a satisfactory level. Ex. If you choose fireball, you'll be able to create sparks with your fingers. It should be more of an ability than an actual spell, such as being able to move things without touching them, or making a rock change colour. Just like with anything else in life, experience with magic will allow you to become much better at controlling it. So perhaps after snapping your fingers for a while, you'll eventually be able to create a steady flame, then suspend the flame, and make it larger and more intense, and so on. Using magic will fatigue you, though you can grow used to it over time. As your initial ability becomes more advanced, you will be able to branch out, and become more versatile, creating three fireballs at once, or turning it into a jet of flame.
You can influence anything with magic, but doing so is extremely hard. Your initial ability will be the easiest to use, and influencing things associated with it will be much less difficult.