Invent a dungeon that fits your realm

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Roo Stercogburn

Guest
As title says. Invent a 'dungeon' that fits your realm and setting.

To get the ball rolling, I'll start.

The Black Library

Throughout the ages, many artifacts of power have been discovered. Many are useful to the realm of Midgard and beneficial. Some are items of power that can only bring misery and grief. These evil artifacts that are discovered are taken and locked away in the Black Library, a secret known to only the senior Gothis of the temples in Jordheim, and the servitors that guard and look after it.

(Sidenote: its always made me chuckle that in rpgs, 'Best Kept Secrets' have to be the worst kept secrets, at least as far as the players are concerned, so they can know about it and join in the fun.)

The Library is hidden beneath the Temple of Hel, in Jordheim. All the temples of the gods have contributed to the traps and protections surrounding it, but the servants of Hel have been entrusted with guarding it. As such, the corridors that lead to the library are a mass of traps and horrors to deter uninvited guests. Eir's temple have provided traps that will stun and blind intruders, while the worshipers of Thor have provided related traps that will summon lightning bolts to fry the hardiest thief. Each temple has provided protections based on the powers their gods grant and the unwary will find themselves poisoned, shocked, stunned and bolted before they've gone even a few steps into the corridors leading to the library, assuming they can even find the magically hidden entrance. Amidst this Hel and Bogdar's undead hordes roam and, ever unsleeping, prevent entry.

The Library itself is a series of large halls, filled with books. In the centre of the main section is a massive tome, the Index. This lists all the artifacts taken and contained within the massive underground system.

Anyone reading the Index would find that its not just artifacts that are contained within the library. Many creatures that were deemed dangerous but could not be killed are contained within the Library in magical prisons that hold them where they can do no harm.

This series of halls does not contain any of the artifacts or beasts, but rather acts as a catalog and index of what is contained. The subjects of these books are contained further down.

Beyond the Index room is a massive circular hall, with a spiralling ramp that decends into the depths. Again, the entire ramp is mined with traps magical and mundane.

At various levels as you descend you find hallways cut into the bedrock of Jordheim, each leading off into the distance. Many miles of these halls exist. Most are empty for large distances, their contents deliberately spread out and made hard to find unless you know where you are looking. In cells here and there are stacks of items, some have monsters and demons that rage through the ages at their imprisonment.

And walking the halls are the servitors, guardians that religiously ensure all is kept safe.

Except...

Recently, and Albion infiltrator and a necromancer managed to gain access to the Library, specifically to steal an item. While they gained successful access, when trying to leave they unwittingly released some of the beasts while they fought the servitors. These two managed to escape to Raumarik, but in their wake was left chaos. The beasts that escaped freed other demons and monsters and began to use the artifacts and items in those caverns and halls to equip themselves. The servitors inside the halls of the Library were overrun.

The Index was burned and now nobody knows quite what is down there.

Now the traps and protections which were supposed to prevent entry are Midgard's last defence against the monsters that would try and escape the Library.

And they are always probing, always seeking a way to get out...
 
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oblivion_6

Guest
not bad not bad at all m8

would be nice if some player stuff like this was implemented

Also would allow one of the things ive wanted for a while, group quests :)

You could take a group down there to do specific things or solve mysteries and these could be random so peeps cant post how to do them (as to me that ruins a lot of the fun)
 
Z

Zebolt

Guest
figures that albs would open "the pandoras box" :p
 
T

the_fnord

Guest
Sweet dude! Cool backgroundstory! :cheers:
I'd luv to see sumthin like that! :D
 
K

kr0n

Guest
That's a lousy idea!

Like kobolds, dwarves and trolls could read...
 
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old.linnet

Guest
Nice idea :)


The Chapel Perilous


The chapel is a legendary building in which the Sangreal, or Holy Grail, most sacred of all the icons of Albion and of the Light, was once seen by mortal men. No one now living remembers where the chapel may have been -- some legends say that it was built in Cornwall, some say in Llyn Barfog, and some claim that it was connected with the sacred Isle of Avalon, and was destroyed when that island was wrest away from Albion.

One thing that the legends do agree upon is that in order to enter that chapel and return unharmed, a knight must be pure of heart, and strong of mind. Any who were not would never return with their sanity intact.

And so the real chapel passed into legend, and with the fall of Arthur, only the memory of a brighter, older age of quests and of chivalry and of true knights kept the memory alive.

But in recent months, Arawn, Lord of the Underworld has joined his forces to those of old Albion in order to reopen the passage to the Sacred Isle, now overrun by Morgana's armies. And rumour has arrived in Camelot's great halls of strange invaders off the coats of distant Lyonesse. Adventurers in those regions have reported dark and disturbing dreams. Fishermen who sail the cornish coast have become superstitious of sailing close to the old sunken temples, knowing in their heart that something is not right.

Upon investigation by the Inner Council of Camelot, there was found to be substance in these rumours. An entrance to a strange waterlogged building has surfaced in one of the old sunken temples off the Lyonesse coast. But at night, and under moonlight, those who enter this building see quite a different edifice. Instead of leading down, the stairs in the temple lead up, to a glorious, crumbling gothic cathedral. But in the light of dawn, the chapel disappears, and any within it will find themselves swimming in the sea, near the temple.

The Chapel Perilous.

Within it, as far as can be known, are the remains of many brave knights of Arthur's time, who sought to solve the chapel's mysteries. There may be fragments of ancient relics that can help to protect knights from some of the chapel's curses - pieces of Lancelot's sword, or of the shrouds of saints. There are also the ancient guardians of the grail, strange maddened creatures who do not understand the modern world. There are living nightmares, liche lords, and spirits which once were sent to test adventurers, for their courage and purity of spirit. Despite all these dangers, the prize is thought to be worth the risk. If the holy grail could be brought back to Camelot, it is hoped that the Light itself will return to the realm. But to get to the fabled artefact, men must pass through dreams, and through insanity, through life, and through death ... And at the end, there are ghosts who must be satiated, and riddles that must be answered.



nb. And of course everything in it is weak to body!
 
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oblivion_6

Guest
you could make it a dungeon that only opens on low tide?

now that would be cool but for that u would need the physics engine to be tweaked (or started? lol)
 
W

Whoodoo_RD

Guest
Nice stuff guys, ideas forming here too :)

Be nice if Mythic were to read this stuff.
 
C

Cap'n Sissyfoo

Guest
Originally posted by old.linnet
nb. And of course everything in it is weak to body!

~drool~

If only SOMETHING in Albion was weak to body. :(
 
B

Belsameth

Guest
Originally posted by kr0n
That's a lousy idea!

Like kobolds, dwarves and trolls could read...

personally I'm still wondering at the traps Bragi will put in.
the best I could think of where Trolls doing some Britney Spears Karaoke

excelent idea besides tho. sounds quite interesting!
 

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