Raym - The 24th Dungeon
The Djinn of Judgement and Satisfaction
Structure
The Gate
A staircase has appeared within a Portsmouth well, leading downwards into an ancient Reiman temple-complex. At the bottom lies a reflection pool, a doorway submerged within its waters. What awaits beyond it?
The Main Hall
Once the doors are opened, the challenger is transported to an ocean that stretches into the horizon, clear and tranquil, feeding a tree that looms over the waters. There is no other land save this massive tree, whose branches are covered with thick clouds. A cluster of ivy and engorged fruits spirals around the base, creating a path for challengers to progress upwards.
Enemies
Behemoth Wozona
Behemoth Poron
Behemoth Soglav
Behemoth Poron
Behemoth Soglav
The Necropolis
The path becomes difficult to traverse when the challenger enters the clouds covering the tree's mid-section. The branches are hidden within these clouds, illuminated with green and alien lights. On close inspection, however, the lights seem more like miniature moons...
Enemies
Alkonosti
Sirines
Gamayun the Foreteller
Sirines
Gamayun the Foreteller
The Chamber
A nest cosied within the top branches of the tree, formed from burnt wood and broken cities. It does not look like a place of nurture, however, if the bodies strewn about the debris mean anything. No, this is Raym's palace.
Enemies
Raim
Rules
You must post within 48 hours from when it has become your turn. If you do not, you are subject to being hit directly by one of the enemies or some other form of punishment (leeway will be given as it is a plot dungeon). If an enemy does not post within 48 hours, you are free to presume that your hit went through and killed it. You must enter alone, otherwise your companions will be rejected violently.
Dungeon Beasts
- Alkonosti Transformation:
Trait Name: Alkonosti Physiology
Trait Description Alkonosti have wings sprouting from their heads, giving them a semi-angelic appearance. These wings are typically large, reaching down to the mid-thigh, but length varies between individuals - some are neck-length while others are wider instead. They have a second set of wings connected with their ankles (called ‘thrones’), much smaller than their head-wings (or ‘crowns’), used for stream-lining flight. Alkonosti are also known for white or silver hair and fairer skin-tones. Their hair and feathers are lined with a sharp but reflective material that makes light shimmer off them.
Trait Effect:- The character gains natural B-Tier flight from their head-wings. The head-wings count as a B-Tier item in terms of durability, meaning that they can be broken and disable the character from flight. If they are broken, they can be regrown for 20 stamina over a post. In addition, the character may utilise their head- or ankle-wings as B-Tier natural weapons that deal cutting damage from the sharpness of their feathers.
- The character gains a resistance against Wind magic, lowering damage taken by one Tier. If feasible, the character can also counter Light magic with their head-wings’ reflective feathers for 10 stamina, redirecting the attack towards the caster.
- Alkonosti use Human magoi and stamina pools.
- The character gains natural B-Tier flight from their head-wings. The head-wings count as a B-Tier item in terms of durability, meaning that they can be broken and disable the character from flight. If they are broken, they can be regrown for 20 stamina over a post. In addition, the character may utilise their head- or ankle-wings as B-Tier natural weapons that deal cutting damage from the sharpness of their feathers.
- Pseudo-Behemoth Transformation:
Trait Name: Pseudo-Behomoth Physiology
Trait Tier: -
Trait Requirement: The character must have been gifted from Raim or purchased it from the Market.
Trait Description Pseudo-Behemoths are artificial life-forms based upon the Behemoths from Raym. Since they only emulate the real Behemoths, there are differences in size and strength, but they are still impressive creatures nonetheless. They can range between ten and twenty metres long. Pseudo-Behemoths take after apex predators in appearance, such as lions and sharks, whose features are covered in pale-green feathers and lights dotted about all over their body.
Trait Effect:- The character gains a bestial form ranging between ten and thirty metres long, based upon predatory animals. For this, they may re-assign their trait points if their traits do not work anymore and gain a free A-Tier trait related with their new bestial form. They may transform into a smaller version of this bestial form for 10 stamina and 5 stamina to sustain per post, around one or two metres tall (often a tenth of their proper size).
- Their feathers are positioned over their body to form a protective layer around themselves, giving them a shield that covers their body, except their face and underbelly, which has A-Tier shield durability.
- The character may cast Pierce magic spells from any part of their body. For this, they may register five Pierce magic spells for free, one of which may be an A-Tier spell.
- The character loses their humanoid form and is more akin to a bestial one, this means they are unable to facilitate equipment use in the same way as a human and becomes limited to the constraints of the musculature and skeleton of their new form.
- Pseudo-Behemoth must have Body Manipulator or Beast Tamer class.
- Pseudo-Behemoths use Imuchakk magoi and stamina pools.
- The character gains a bestial form ranging between ten and thirty metres long, based upon predatory animals. For this, they may re-assign their trait points if their traits do not work anymore and gain a free A-Tier trait related with their new bestial form. They may transform into a smaller version of this bestial form for 10 stamina and 5 stamina to sustain per post, around one or two metres tall (often a tenth of their proper size).