Cimeies
~The Djinn of Plague and Pestilence~
The Gate
An avalanche rent the earth apart when the Dungeon rose, leaving a thin zig-zagging path over an immense cavern. The path is slippery from water dripping off of stalagmites on the cavern ceiling. Following the icy path leads you deep underground, until a giant door can be seen in the distance. A small gate at the end of the path leads you to a platform at the base of the Dungeon's Entrance.
The Main Hall
Don’t wade through the murky waters of the Main Hall, creatures lurk within the poisonous waters. Stay on the path or risk taking damage. Giant trees loom over head, homes built into the side of them with raised platforms connecting them together. At the end of the swamp there is a tent sitting on a raised platform. Enter to find the door to The Midway.
Enemies:
- Pesky Flies
- Anaconda
- Gloomy Owl
The Midway
Opening the tent flap, another world is found inside. A small creek winds down over a massive cliff, falling into a dark abyss. In the center, a massive island with wildly colored vines and mushrooms, hung suspended in the air. Several large vines grasped onto the two rock cliffs on either side of it. Within the vines, the glimmering outline of doors pulsated around the trunk of the plant island. Each of these doors leads you deeper into the dungeon. But which one leads to the Necropolis that you seek?
Enemies:
- Plague Mosquitos
- Ratwings
- Tendril Growth
- Matured Tendril Growth
The Necropolis
A remnant of Alma Toran, a dead city in ruins. Make your way carefully to the Chamber Entrance in the middle, as the ground is not stable and you may be ambushed by the plagued ghosts of the town or by fellow dungeon contenders.
Enemies:
- Plagued Ghost
The Chamber
The Chamber is a desolate desert wasteland, with large bones and partial buildings protruding from the dunes. A wicked wind that reeks of death streaks across the desert. To the north, a sickly green light pierces into the heavens above through the roof of a small building. If one were to open the door, they would find a table made of bones with a dagger radiating the green light.
Enemy:
- Venomous Hydra
Dungeon Beast Transformations
Plague Rat –
Perks:
- Can register three abilities to use Plague magic up to B-Tier.
- Can use claws, fangs and tail as natural C-tier weapons. Can repair like an item but it will require a prosthetic replacement.
Downsides:
- Heat magic abilities deal damage one tier higher.
- FC must resemble a rat.
Plague Walker –
Perks
- Gaseous Form: Immune to physical attacks, abilities with magoi still damage you. Gives flight up to 10 m/s.
- Can register three Plague magic abilities up to B-Tier.
Downsides:
- Heat and Ice based magic deals a tier higher in damage.
- FC must resemble a gaseous form.
The Djinn
Cimeies
- Would prefer to be the only Djinn in possession of the King Candidate, though if dedication to his use if proven, this may be avoided.
- Desires a specific goal to be used for
- Demands loyalty, as a disloyal friend may abandon or abuse the Djinn