Post by Duquin on Oct 7, 2013 16:44:48 GMT
Dungeons
Dungeons are mysterious structures that are known to contain vast riches and grant whomever conquers them the power to become a king. However capturing a dungeon is easier said than done. Each one has difficult trials one must overcome. Each dungeon is different and there are various levels of difficulty, however there are some similarities all dungeons share:
Creation - It requires a Magi to raise a dungeon. Magi can also make Dungeons disappear at will. However here at MagiRP you can create your own dungeons. To learn more check out the Dungeon/Djinn Template.
Location - The physical location of dungeons can be anywhere in the world...at least on the outside. The inside of a dungeon is actually in a different realm entirely and separate from the outside world.
Entry - Each dungeon possesses only a single entrance. The gate to enter a dungeon is often a semi-circle and can be known by the golden light it emits. Passing through the threshold of this gate feels like a mucous membrane and once you do you will be drawn into a pillar of light. It is impossible to escape this pillar until it deposits you inside the Dungeon. Be warned that some Dungeons have been known to pull nearby people into its gate without provocation.
Necropolis - After overcoming most of the Dungeon's trials you will encounter the entrance to a Necropolis. These are left over remnants of the previous world. They are often great cities that appear to be at the peak of civilization at one point. But now they are empty cities of the dead. No treasure can be found here and it is possible that the Dungeon may still send monsters or other trials your way so it can't be considered a safe place.
Treasure Room - Inside the Necropolis is the Treasure Room. This is where the Djinn of the dungeon reside. These rooms are generally safe and filled with "fake" treasure. The Djinn of the dungeon is hidden within this room. It is still possible for other people or the Djinn itself to be a danger here, but for the most part it is considered to be the end goal of every dungeon. Out of all the "fake" treasure in this room, there is a single item with solomon's seal on it. Upon finding this item the Djinn of the dungeon reveals itself and all the "fake" treasure becomes real treasure.
Djinn - The Djinn of each dungeon is nearly omniscient within his or her own realm. The Djinn is aware of almost ever thing that happens within their dungeon. But they cannot leave the Treasure Room which means they are not directly in control of the dungeon's trials at all time even though they created them in the first place. While in the treasure room, it is possible to find the Djinn's item quickly if you possess another Djinn, or a Shard of Solomon as the powers resonate with each other.
Captured - Once a Djinn has been captured, a magic symbol will appear on the ground and the same pillar of light that brings one to the dungeon appears. Anyone who does not enter the light in time will be left behind and trapped forever as the dungeon falls apart. Everyone who does enter the light will find themselves transported out of the dungeon. Meanwhile, in the outside world the Dungeon tremors before disappearing. Those who captured the dungeon will appear back on earth along with all the treasure they could gather from the treasure room before leaving. Sometimes people are brought back in different locations which can lead to parties who entered together being separated. But usually at least one person appears in the giant hole in the ground left behind where the dungeon once stood.
Djinn
Djinn are powerful beings that are directly connected to the great flow of rukh. They all possess powerful magic and can grant their masters unimaginable power but many Djinn are vastly different from one another. They can have many different personalities as well as magics. Most Djinn are based on the basic types of magic, however more powerful Djinn have been known to possess magic that combines more than one type of rukh. That being said, there are no Djinn which inherently possess aberrant magic as such forces are unnatural calamities.
After a dungeon is completed the Djinn will choose a king and seal itself onto a metal object in their possession. If they do not have a metal object on them to be the new vessel then it will store itself in one of the metal treasures nearby. This could be disadvantageous as it may seal itself into something useless in battle such as a cup or a plate. So it is wise to bring a metal vessel before hand.
Metal Vessels - These are metal objects with Djinn sealed inside. You must possess one in order to use a Djinn Equip. If your metal vessel is broken, you can transfer your Djinn to a new one. But this may take time. The process could take as long as a month for normal objects with no real value or as fast as a few seconds if the object has high sentimental value. To learn more about Djinn Equip, please check out the Rukh, Magoi, and Magic page.