Cavern Keep
~
War for the Underworld
Deep in the bowels of the earth, not once exposed to the light of sun or stars, there lies a maze of caverns, tunnels and caves. Some of them are natural, whilst others were made by those that find shelter in these domains, or at least once did so. In this vast network, most densizens never have seen the light of day, why, yes – in the deepest parts some even suspect the surface to be mere myth.
Deep in these very bowels, a crimson spectre glows in the dark. The sparse lightning around it is only able to lift the darkness that lays upon the surrounding ruins slightly. Those observant enough would be able to make out the remains of what once was a massive keep, but now some of the walls are toppled, overgrown with gnarled, thorny roots and occasional dotted with iridescent fungi. What remains of the tiled floor is sparkling with mist, many of the plates uprooted, broken and covered with moss.The blood-red shade slowly hovers above the messy ground, making its way towards a runed structure. For what seems like hours it mutters an incantation filled with almost unspeakable sounds, and as it finally touches the obsidian archway, the runes on it flicker and start to glow. A wicked grin appears on the ghostly face, light beams from the black stone – and a maelstrom of energies slowly but surely comes to life.The ghostly creature is not longer able to contain itself, and distorted laughter is resounding throughout the ruins. Euphorically, the ancient creature begins to call upon those that reside within the limbo of the portal, appraises them – and summons those that would heed its command to its stead. Sparks fly from the portal, with figure after figure breaching out of the red vortex, not unlike one would emerge from water. After the sixth creature has stridden out, the energies weaken, a faint glow indicating the portals dormancy.Bearing a fanged smile, the ghostly overlord seizes up the arrivals and after doing so, grants them a single, approving nod."You did well in coming here. I am Ignacius, your new keeper."
"We have much to discuss, and – so I fear – even more to do..."
~
Well then, let me extend a welcome to "Cavern Keep". As those lucky enough to remember, the resemblance to Dungeon Keeper is intended. Expect a mash-up of Dwarf Fortress, said Dungeon Keeper, D&D, hopefully some amount of roleplay and me trying in vain to implement tongue in cheek that others than myself find humorous. A special mention goes to
Him Who is not to be named, and his work
Dungeon Keeper RPG – allegedly one of the main inspirations for this game.
Basic Gameplay:As you might see, this will be full of more or less pretty 32x32 pictures! Good for you! ;3
There will be 6 Players at first, and we will go from there.
A plethora of races, abilities and crafts can be chosen below. XP, levels and similar things are explained alongside.
Every day is spent in 4 shifts, with most races feeling the need to spend one of them asleep.
You will also need one portion of food and drink every day, safe special cases who may have more, other or no needs at all.
The player actions are free-form, and pretty much up to you. Just be prepared for a long wait or failure if you try something too outrageous. Or the occasional no.
Fatigue, Mood, Tools and Assistants – or lack thereof – all provide a bonus or malus to associated actions. Tomes, a real anvil, sparring partners or a rack do wonders for the trade after all.
An interesting addition will the be The Overlord, who will be open to reasonable suggestions – by players and readers alike.
If said Overlord grows in might, he will be able to aid his champions with spells, summoning workers, pawns or even additional champions.
(The later point strongly depending on my opinion of the matter ;3 )These boons ought to keep the players a bit more together than it was the case in dungeon keeper rpg, where things went quite haywire on multiple occasions.
Character Creation:First off – take your time. This will not be "First come, First served". I will wait a day or two, and then decide.
I also want to mention that I would like a nice pace on this project, so if you only have time to post on the weekends, will be gone for a month in two weeks or similar, please refrain from participating as a champion for now, and keep to suggestions for the Overlord instead. I really want to get at least 2 a' 3 updates out on a weekly basis.
Attributes:Every character starts with 2 points in every attribute – safe racial modifiers. These give +1 to mentioned attributes.
You get 5 points to spend on attributes, with attributes at 5 / 3 points spending being the maximum for now.
More attributes can be appointed on gaining higher creature levels, with most races also able to spend them on higher racial skills instead. Some passive racial traits level up by them-self at given creature levels.
Skills:You have 10 points to spend on skills and abilities, with level 5 – Skilled – being the limit on creation.
Some magic can't be learned by specific races, or the other way around, but I trust that you can read the glaring red restrictions by yourself.
Each Craft and Magic School cost 2 points to learn initially. Leveling them up costs only 1 point, so have at them.
Name: ( That one you really have to do all by yourself)
Race: ( Look into the spoiler below. I am sure one of them should suit your tastes. Somehow. ;3)
Attributes: You get 5 points to spend, and already start at 2 with each attribute
Strength: 2+x ( How hard you hit)
Endurance: 2+x (How hard you can be hit)
Agility: 2+x (How fast you can hit, run and dodge)
Wisdom: 2+x (How hard your spells hit, How easily you can withstand them)
Intelligence: 2+x (How much mana you have, How easily you learn complicated stuff)
Charisma: 2+x (How easy you get others to trust you, How to make things go your way)
Skills: You get 10 points to spend on these. Crafts and Magic cost 2 Points to learn initially. Look into the specific spoiler for more.
Background: A bit off a story about your character. No need to go all dwarmin (hightest respects there) on your character, but a few lines can't hurt.
| Animated Armour However magic has bound or created an intelligent soul in this armour is unfathomable for most. The Result, however, is almost impossible to kill, as the steel protects the hollow inside, instead of weak flesh.
Unliving: No need to Eat, Immune to all but magical afflictions, Needs to meditate one shift each day to keep running. Construct: Double the normal HP, good "natural" Armour. Lost HP can only be regained via smithing. |
| Batling Among the multitude of goblin sub-species, this rather rare mutation is famed for their devious wit and special hearing. They are mostly found at the helm of goblin society – either as the chieftain, or the one who holds his strings.
Echolocation: Can detect around corners and obstacles. Requires a single action if used in combat. Sneaky: Natural talent for moving silently Vicious: Higher chance to deal critical hits. |
| Beholder An arcane race, actually renowned for their magical prowess. Not surprising, seeing as their only natural weapon is their dreadful maws. Obviously, only one of the younger or weaker specimen would ever serve you, but that it should do well.
Floating: Able to cross bodies of water, won't trigger most traps, not able to float higher than 2 meters Weak: Unable to hold weapons, wear armour or work heavy labour Arcane Prodigy: Choose 1 Starting School for free |
| Blendec Savages living in harmony with nature, and quite attuned to it. Due to their somewhat harsh circumstances, most of them are also more than able to fend for themselves – if there is a need to do so.
Nimble: This race is far more agile than most. Headbash: Horns and a Thick Skull make for great natural weapons Animal Friend: Animals are far less likely to attack or shy away |
| Centaur These creatures are well known for their martial prowess, which they often enough combine with tactics that other races could hardly emulate, mostly for lack of mobility. One of the more uncommon races around, but not unsuccessful.
Massive: This race is far more enduring and strong than most. Charge: Run enemies into the ground – or swiftly flee from them Heavy Herbivore: Will not partake of meat, needs two food rations daily |
| Demon A medium class creature of the lower planes, powerful enough to resist outright enslavement, but not too powerful to be under your service. There exist a plethora of types, but you somehow prefer the humanoid ones over disfigured beasts – the later always somewhat of a gamble in terms of sanity and reasonable conduct.
Unholy: Will take increased damage from positive energies and weapons out of silver alloys. Hellspawn: Immune to fear and pain. Defile: Able to corrupt magic that utilizes positive energy, resulting in opposite effects. 1 Daily Use. Brawny: This "race" is far stronger than most. |
| Draconid What little has remained of their powerful ancestry, many born of this race are eager to show. Albeit they have comparably low numbers, they are not that uncommon, and actually quite versatile in their talents.
Dragon Scales: Strong Natural Armour, Minor Spell Resistance Firebreath: Able to blow a cone of flame. 1 Daily Use. |
| Drider Some say the driders were born through a dark gods curse, laid upon an elf. Only few would disagree that they very well may be the curse themselves, as many a traveller has fallen victim to their nets and appetite.
Ceiling Walk: Able to climb a variety of surfaces Silk: Able to spin a net able to entrap medium creatures. 1 Daily Use, Costs 1 extra Food Ration Paralysing Venom: Leaves the victim awake but unable to move. Very difficult to use in combat. Carnivore: Only able to digest Meat |
| Dwarf An industrious race, often enough carving out a living in the caverns in quite the literal sense. Their quality crafts are coveted by many, albeit some frown their sometimes strange artistic sense.
Stout: This race is far more enduring than most, but strongly prefers to drink booze Craftdwarfship: Sporadically create crafts quite above actual skill Hardy: Able to ignore a single negative effect for two shifts. 2 Days Cooldown. |
| Elf The eternal folk stand among the top in the caverns, and they are certainly not picky about their methods. Only treason and uncalled for murder of another elf are widely accepted crimes in their society, with necromancy, slavery and torture of lesser races running rampart through their territories.
Farsight: Able to see 1/3 farther than other races. Torture: Has a knack for dealing pain – psychological and physiological Wise: This race has far more wisdom than most |
| Fallen Banished from the upper planes, a fallen is actually a sorry sight to behold. Many of them now enjoy the acts they once so fervourously condemned, some even crusading against their former master.
Flight: Able to fly without restrictions Unholy: Will take increased damage from positive energies and weapons out of silver alloys. Vengeful: Desecrating holy sites, killing followers and priests of good and neutral gods gives morale and experience boosts |
| Gargoyle A stone statue, infused with life by well-guarded magical means. They actually come in a variety of forms – given their nature not surprising – but most of them tend to be winged in some way or the other.
Glider: Able to fly for short amounts of time Stoneform: Strong Natural Armour, Will turn into a statue when asleep, will only regenerate lost HP if asleep Unliving: No need to Eat, Immune to all but magical afflictions |
| Gorgon A distant relative of lamia and naga, gorgons are famed for their ability to paralyse people with their eyes. The truth is actually that they just have the natural ability to distribute charms and curses with their eyes, not unlike older vampires are also known to do.
Magic Eyes: Can temporary entrap unwary enemies. 1 Daily Use. Coiling: Can constrict others with her body. |
| Harpy No other humanoid is as at home in the... heights of the caverns, than the harpies are. The hit and run tactics that they often deploy are quite devastating, and a rightfully respected tactic.
Flight: Able to fly without restrictions Fell Swoop: Dive against enemies with great speed, even able to knock back or lift them. Needs enough space and 1 Turn of preparation. Nimble: This race is far more agile than most. |
| Huorn Servants of nature, corrupted by circumstances or their environment. They are mighty combatants, and unlike other creatures, time will heal all of their wounds.
Treekin: Strong Natural Armour, Will need 3 Portions of Water and 1 Shift of Rest each day. Growth: Able to heal or twist plants and itself, up to the point of re-growing lost limbs. 1 Daily Use. |
| Lizardmen Commonly found in aquatic environments, they are far from restricted to there, but only occasionally build anything but simple tribes without their favoured habitats.
Amphibic: Able to see and move without problems in and under water Prehensile Tail: As it is mainly used for swimming, it is also a fine natural weapon |
| Manticore A feared type of chimera – no wonder as they not only sport the body of a vicious lion, but wings and a scorpid tail as well, crowned with intelligence far greater than that of a beast. The only drawback is that their massive form is somewhat frail, on account of them being light enough for flight.
Glider: Able to fly for short amounts of time Feral Combatant: Unable to grasp weapons, will rely on natural weapons in melee Poison Sting: Able to inject an excruciating poison via its tail. 1 Daily Use. Heavy Carnivore: Will need 2 Portions of Meat each day |
| Minotaur Having bested a minotaur in single combat, is not a story that many can rightfully claim, their build and temper making them difficult adversaries. It is not uncommon for them to peddle their livelihood with war.
Combat Prowess: Natural talent for melee combat Headbash: Horns and a Thick Skull make for a great natural weapon Brawny: This race is far stronger than most. |
| Orc Orcish Warfare often reads out like a military book – with them using every trick that there is. To the relief of many non-orcs, they go not as often to war against others as they wage war on themselves, their infighting making them an overall far lesser threat than they could be.
Combat Prowess: Natural talent for melee combat Disciplined: Very unlikely to digress into a negative mood, or be affected by fear. Observativ: Higher chance to find traps, ambushes and similar |
| Salamander A nefarious race, their lineage tracing back to both dragons and demons, with a disposition to match. As even magical fire is unable to harm them, it is no wonder that they often take up residence in volcanic areas.
Fire Immune: Invulnerable to any flame, safe that of a mature fire dragon Firebreath: Able to blow a cone of flame. 1 Daily Use. Hot-Blooded: Scalding to the touch. Only able to wear iron or even higher metals. Swimming or water spells can easily cause hypothermia. |
| Slime One of the more unique races, an intelligent slime is actually quite rare, but not unheard of. They are quite versatile, their formless body a boon if used in more sophisticated ways.
Acid Flesh: Contact will slowly dissolve most materials Shapemolder: Able to change shape quite freely, but not mass or consistency Oozy Physic: Piercing and Slashing is quite inefficient against slimes in general |
| Troll Many stories are told about the tremendous regeneration that trolls are capable of, and most of them are actually true. Their capable metabolism is also one of their greatest problems though, as they need quite vast amounts of nutrition to stay alive.
Regeneration: Heals five times as quickly as other races, even replacing lost limbs Massive: This race is far more enduring and strong than most. Major Carnivore: Needs 3 Portions of Meat daily |
| Vampire Hated by most societies for their choice of food and manipulative nature, goblinoid vampires are the most common, albeit almost any humanoid can be turned. Those among them that live long enough, often master a plethora of spells – the common vampire far less versatile than stories and accounts would make one believe.
Sanguine Feeder: Needs 1 Portion of Blood daily. Failure to feed saps at the vampires willpower, until it becomes feral / insane. Feeding leaves the victim extremely weakened for multiple days. Bloodmage: Able to learn Magic exclusively for Vampires and their unique needs Old Memories: Vampires retain some of their mortal heritage Unholy: Will take increased damage from positive energies and weapons out of silver alloys. |
| Wisp A twisted spirit of nature, known to feed on the suffering of others. Luring travellers into dangerous terrain is their oldest and most well known ruse, but they are also known to congregate towards battlefields and elven settlements.
Incorporeal: Only Magic, Silver Alloys and Magic Alloys are able to do any damage. Able to bypass doors and uneven terrain. Magical Touch: Has no Strength, for any such actions Intelligence is halved and used instead Floating: Able to cross bodies of water, won't trigger most traps, not able to float higher than 2 meters Shrewd: This race has far more Intelligence than most. Emotional Resonance: Needs 1 Suffering daily, can store up to 5. Intelligent beings will give more suffering than animals. |
Martial:
Melee - Hitting stuff in close range. As simple – or complicated – as it can be. Depending on who you ask.
Ranged - Hitting stuff from afar. Do you really need to know more? Good.
Cavalry - Combat from atop of a beast of burden. Or simply a beast.
Sneaking - Being stealthy, and probably not annoucing ones presence to others in a wide radius.
Observation - Watching out for stealthy beings and traps.
Trapping - Setting up a devious device. Engineers already know this.
Tactics - Knowing how to move troops and direct their attacks. Not that useful in small groups though.
Magic:
Fire Elementalist ( Not available to Wisp and Huorn) - Able to call forth devestation like no other mage, albeit not very versatile
Earth Elementalist - Able to shape and move earth and rock alike. It may take time, but the effect is worth it.
Water Elementalist ( Not Available to Salamander) - Able to command water in all its shapes, quite versatile overall
Wind Elementalist - Able to create storms and lightning, precise but lacking in power
Daemonolouge - Able to summon lesser demons and bolts of dark energy
Necromancer ( Not available to Wisp and Huorn) - Able to rise the undead, and weaken enemies with curses.
Warlock / Witch - Able to boost and heal unholy creatures, while also able to impair them - or those that are not.
Druid (Not available to Unholy Creatures, Gargoyle and Animated Armour) - Able to twist nature in various ways, supplying his side with healing and poisons.
Herald - Able to deceive and confuse adversaries, while rallying his allies.
Dark Priest (Not available to Fallen) - Able to heal others, and ask favours of his lord – which may or may not be granted, that is.
Bloodmage ( Only available to Vampires) - Able to mask his true face, able to charm and even enslave other creatures.
Crafts:
Alchemist – Special Plant Knowledge, Potion Brewing
Ambassador – Diplomatics, Torture, Psychology
Beast-Tamer – Animal Empathy, Animal Knowledge, Spiritual Bond
Clother – Leatherworking, Weaving, Sewing
Engineer – Mechanics, Artifice
Hunter – Ranged, Tracking, Trapping
Loremaster – Scribe, Knowledgeable
Metallworker – Smithing, Metallurgy
Peasant – Farming, Animal Husbandry
Stoneworker – Mining, Masonry
Woodworker – Logging, Carpentry
Yeah.. here is why I did not update ghoulish for a while. If there are any questions, do feel free to ask.