ZeiruliousMakavar
The Archon of Madness
So, as the name of the thread, once again I have a bit of an unorthodox idea for an RP. This one is a little more concrete than the previous one, but will still be a fair bit of an open-ended Slice of Life RP.
So, a bit of background, first, this will be a full high-fantasy RP-world, so any fantasy race will be allowed in the rp, no matter the source. (Want to use your level 40 Tiefling thief? Go right ahead. Want to play as an enigmatic Tenko-Kitsune? Go right ahead.) While I say this, in the interest of fairness, I will not actually be allowing any race that lore-wise in their source material, are at or near Mary Sue levels of overpowered.
Secondly, dungeons are slightly different in this RP than the normal RPG/Fantasy dungeons you see. How so? There is no enigmatic "Demon Lord" race that rules over a dungeon. There is no "Demon King" lauding over all dungeons and using them as basses to take over the world. Anyone may become a Dungeon Master. Simply put, in this world, there are two vast organizations that run both ends of Dungeoneering. The classic Adventurers Guild, and the Dungeon Master's Association.
The Adventurer's Guild functions as you would expect. It is a hub for people to gather around and take quests for random things, and to drop off any loot found in any Dungeon set up near that guild. The Dungeon Master's Association, however, is rather special. Anyone may join, even Adventurers, but when you join, you're sent to other pre-existing dungeons as a paid intern. (For reasons that are explained in a bit, you're paid by the Association, not the Dungeon Master.) In order to go from a simple Intern to a Dungeon Master, you must find, or create, a Dungeon Stone, a mystical artifact that acts as the Heart of the Dungeon Zone. Stealing a stone, or trying to take over the dungeon you intern at are both considered Illegal acts by most countries of the world.
Dungeon Zones, or where a Dungeon exists, are special Pocket Dimensions controlled completely by the Dungeon Master in charge of maintaining the Dungeon Stone. These Zones can be just about anything. From your simple stereotypical RPG Dungeon to massive Onsen/Tavern complexes, Anything and everything is possible inside a Dungeon Zone. To do this, the Dungeon Master must collect a special resource through the dungeon. Mana is seen differently in this world. Mana is an etherial energy still, but it is mostly used by Dungeons. Simply by entering a dungeon a person "Pays" a portion of their Mana to the Dungeon Stone. This, in turn, is used by the Dungeon Master to maintain the dungeon, by either expanding or upgrading rooms/facilities, or most importantly, paying anyone directly employed by the dungeon.
For many of the magical/ethereal races, Mana is a food source. That is to say, they become attracted to dungeons due to the collection and concentration of Mana because of the Dungeon Stones. While many of them, such as Kitsune and Cubis, that posses physical bodies can sustain themselves on more physical things, and can therefore also become Adventurers, Mana still is more efficient sustenance for them. The Dungeon Master themselves, due to the influences of the Dungeon Stones, no longer need sustenance at all, as their existence becomes tied to the existence of their dungeons. Because of these factors, certain agreements took place between the Dungeon Master's Association and the Adventurers Guild. The most important of which is that no Mystical "Dungeon Race" that can be considered sentient, once again, such as Kitsune and Cubis, will be attacked by Adventurers outside a Dungeon. So long as they work for a Dungeon that follows the Regulations and works legally. (Not registering a dungeon with the Dungeon Master's Association and attempting a hostile take over and using your dungeon as a military base would be acts considered against regulations and working illegally respectively.)
Lastly, "killing" inside a dungeon, functions differently than "killing" normally. (Ie, outside the dungeon) When a "Monster" (Someone employed by the dungeon) is killed they revive at the Dungeon Stone after some time. (More time passes based on the Ranking of said monster. It takes vastly more time to revive a Sentient Monster than it does a "Beast" monster.) If an Adventurer dies, weather by a trap of getting killed, they are revived outside the Dungeon Zone after 30 minutes regardless of how skilled they are.
On recruiting "Monsters" like I said, "Monsters" are paid via Mana by way of the Dungeon Stone. (Sentient Monsters can manifest this Mana as a physical currency outside of Dungeons.) However, the more powerful and higher-ranked Monsters would require more Mana as payment. That is to say, a simple slime or Skeleton would require less Mana to maintain than a High ranking Succubus, or a Tenko. The more popular a dungeon is, the more likely it will attract higher-ranked Monsters. Both Succubi and Tenko, are special cases, however. Respectively, Succubi and Tenko's are considered "Messengers of the Devils" and "Messengers of the Gods." While it is unknown if Devils or Gods exist, Both Succubi and Tenkos are highly sought after by Dungeon Masters and are considered by most as the final Test of becoming a true Dungeon Master. (The first of which is participating in the "Dungeon Games" a year after you open your first dungeon.)
The Dungeon Games, are an annual competition run by the Dungeon Master's Association as a friendly competition to see where the best Dungeons are. Simply put, from the months of March to November, Dungeon Masters who have had at least one Dungeon open for a year or more, can hirer Adventurer parties to "Raid" other Dungeons. Each successful Dungeon Raid counts as a point. The Dungeon with the highest number of points wins that years competition. (You can not lose points by getting Raided. Only earn points by Raiding.) Dungeons older than 300 years can not participate in the Dungeon Games, so you must have a Dungeon at least 1-year-old, and at most 299 years old.
To start off, I'm looking for people that will play around five characters beach on both sides. That is, 10 characters in total (Not Ten players mind you.) So five adventurers and five Dungeon Masters/Monsters. (While normally I will limit people from having only 2 characters at once, to avoid the inevitable spam of Dungeon Masters, if you create a Dungeon Master character, I will require you to also create a Sentient Monster which will not be counted as your second character, should you choose to make an Adventurer as well. This requirement/clause is only active if you have a Dungeon Master character AND an Adventurer character. If you don't hae both, than you can't make more than two characters, at the start of the RP.)
Would anyone be interested in an RP in such a setting? (Feel free to ask about anything I may have missed.)
So, a bit of background, first, this will be a full high-fantasy RP-world, so any fantasy race will be allowed in the rp, no matter the source. (Want to use your level 40 Tiefling thief? Go right ahead. Want to play as an enigmatic Tenko-Kitsune? Go right ahead.) While I say this, in the interest of fairness, I will not actually be allowing any race that lore-wise in their source material, are at or near Mary Sue levels of overpowered.
Secondly, dungeons are slightly different in this RP than the normal RPG/Fantasy dungeons you see. How so? There is no enigmatic "Demon Lord" race that rules over a dungeon. There is no "Demon King" lauding over all dungeons and using them as basses to take over the world. Anyone may become a Dungeon Master. Simply put, in this world, there are two vast organizations that run both ends of Dungeoneering. The classic Adventurers Guild, and the Dungeon Master's Association.
The Adventurer's Guild functions as you would expect. It is a hub for people to gather around and take quests for random things, and to drop off any loot found in any Dungeon set up near that guild. The Dungeon Master's Association, however, is rather special. Anyone may join, even Adventurers, but when you join, you're sent to other pre-existing dungeons as a paid intern. (For reasons that are explained in a bit, you're paid by the Association, not the Dungeon Master.) In order to go from a simple Intern to a Dungeon Master, you must find, or create, a Dungeon Stone, a mystical artifact that acts as the Heart of the Dungeon Zone. Stealing a stone, or trying to take over the dungeon you intern at are both considered Illegal acts by most countries of the world.
Dungeon Zones, or where a Dungeon exists, are special Pocket Dimensions controlled completely by the Dungeon Master in charge of maintaining the Dungeon Stone. These Zones can be just about anything. From your simple stereotypical RPG Dungeon to massive Onsen/Tavern complexes, Anything and everything is possible inside a Dungeon Zone. To do this, the Dungeon Master must collect a special resource through the dungeon. Mana is seen differently in this world. Mana is an etherial energy still, but it is mostly used by Dungeons. Simply by entering a dungeon a person "Pays" a portion of their Mana to the Dungeon Stone. This, in turn, is used by the Dungeon Master to maintain the dungeon, by either expanding or upgrading rooms/facilities, or most importantly, paying anyone directly employed by the dungeon.
For many of the magical/ethereal races, Mana is a food source. That is to say, they become attracted to dungeons due to the collection and concentration of Mana because of the Dungeon Stones. While many of them, such as Kitsune and Cubis, that posses physical bodies can sustain themselves on more physical things, and can therefore also become Adventurers, Mana still is more efficient sustenance for them. The Dungeon Master themselves, due to the influences of the Dungeon Stones, no longer need sustenance at all, as their existence becomes tied to the existence of their dungeons. Because of these factors, certain agreements took place between the Dungeon Master's Association and the Adventurers Guild. The most important of which is that no Mystical "Dungeon Race" that can be considered sentient, once again, such as Kitsune and Cubis, will be attacked by Adventurers outside a Dungeon. So long as they work for a Dungeon that follows the Regulations and works legally. (Not registering a dungeon with the Dungeon Master's Association and attempting a hostile take over and using your dungeon as a military base would be acts considered against regulations and working illegally respectively.)
Lastly, "killing" inside a dungeon, functions differently than "killing" normally. (Ie, outside the dungeon) When a "Monster" (Someone employed by the dungeon) is killed they revive at the Dungeon Stone after some time. (More time passes based on the Ranking of said monster. It takes vastly more time to revive a Sentient Monster than it does a "Beast" monster.) If an Adventurer dies, weather by a trap of getting killed, they are revived outside the Dungeon Zone after 30 minutes regardless of how skilled they are.
On recruiting "Monsters" like I said, "Monsters" are paid via Mana by way of the Dungeon Stone. (Sentient Monsters can manifest this Mana as a physical currency outside of Dungeons.) However, the more powerful and higher-ranked Monsters would require more Mana as payment. That is to say, a simple slime or Skeleton would require less Mana to maintain than a High ranking Succubus, or a Tenko. The more popular a dungeon is, the more likely it will attract higher-ranked Monsters. Both Succubi and Tenko, are special cases, however. Respectively, Succubi and Tenko's are considered "Messengers of the Devils" and "Messengers of the Gods." While it is unknown if Devils or Gods exist, Both Succubi and Tenkos are highly sought after by Dungeon Masters and are considered by most as the final Test of becoming a true Dungeon Master. (The first of which is participating in the "Dungeon Games" a year after you open your first dungeon.)
The Dungeon Games, are an annual competition run by the Dungeon Master's Association as a friendly competition to see where the best Dungeons are. Simply put, from the months of March to November, Dungeon Masters who have had at least one Dungeon open for a year or more, can hirer Adventurer parties to "Raid" other Dungeons. Each successful Dungeon Raid counts as a point. The Dungeon with the highest number of points wins that years competition. (You can not lose points by getting Raided. Only earn points by Raiding.) Dungeons older than 300 years can not participate in the Dungeon Games, so you must have a Dungeon at least 1-year-old, and at most 299 years old.
To start off, I'm looking for people that will play around five characters beach on both sides. That is, 10 characters in total (Not Ten players mind you.) So five adventurers and five Dungeon Masters/Monsters. (While normally I will limit people from having only 2 characters at once, to avoid the inevitable spam of Dungeon Masters, if you create a Dungeon Master character, I will require you to also create a Sentient Monster which will not be counted as your second character, should you choose to make an Adventurer as well. This requirement/clause is only active if you have a Dungeon Master character AND an Adventurer character. If you don't hae both, than you can't make more than two characters, at the start of the RP.)
Would anyone be interested in an RP in such a setting? (Feel free to ask about anything I may have missed.)