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Explain their motivation.
Explain their initial hurdles or triumphs.
Explain how they where trapped / captured.
Explain the pleasurable peril they encountered.
Explain their inner desire and why they cannot leave.
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Captured Hero Lore Entires
Dungeon Wing | The Heroes Name | A Description of the character. | What’s their general story told over 5 lore pickups? |
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1 - The Cultists Domain | The Dog Paladin (Placeholder) | A tall, tough, and muscular anthro border collie canine who came into the dungeon thinking they could defeat it with the might of her sword and shield. | Lore Entry 1: The Dog Paladin entered the dungeon thinking that her deeds would bring her fame and notoriety. Lore Entry 2: The Dog Paladin quickly discovers that due to the magical energies of the tower that painful violence towards living things can’t be committed within its walls. Her sword can’t connect to any entity. Lore Entry 3: She tries to change her approach by incapacitating the cultists but is overwhelmed by a tentacle trap. Lore Entry 4: She gives into the pleasure of being told she’s a “Good Girl” while bound and played with. Giving into her inner desire to be complimented for doing a good job. Lore Entry 5: She's lost all agency is covered in a swarm of tendrils that whisper speed compliments into her ears. |
2 - The Den of Treasures. | The Foxy Thief (Placeholder) | A tall and slender vixen who dressed light and for stealing. Like if Maid Marian was an adventurer. Personality styled as a female sly the Raccoon / Robinhood. | The foxy thief thought she could steal treasure from the dungeon using her speed, cunning and lock-picking skills. While she easily could slink and run from the cultists, monsters, and constructs. She didn’t count on her greed undoing her. She got to the 2nd wing but ultimate fell victim to a mimic chest that looked like it had a very shiny treasure. Now captive, she given into her inner desire of being bound heavily and unable to escape intricate bondage. |
3 - The library of forbidden knowledge. | The Magical Meerkat Mage (Placeholder) | A short and filled meerkat dressed in wizard robes and hat. Carrying around a collection of spell tomes to assist in her quest for the best magical tomes. She’s very much styled after the personality of Twilight Sparkle. | The meerkat mage uses her tomes to cast non-painful spells that incapacitate the enemies within the dungeon. She also avoids the chests and greed-based traps. Making her way to the 3rd wing of the dungeon. She enters a library of forbidden knowledge and becomes lost within the tomes. Ultimately reading magical spells that summoned beings that corner and pleasure her. She’s given into the inner desire of learning kinky forbidden knowledge. |
4 - The Processing Machines | The Mousy Tinkerer (Tessa) | A nerdy fantasy engineer type modeled after Tessa from Ticklish Tessa. She’s a cute and friendly personality. | Tessa has entered the dungeon to discover why it’s there and why it works the way it does. Tessa uses her gadgets and knowledge to overcome the dungeon until she gets to the 4th wing of the dungeon. Now in a realm where she sees machines taking the magical mirth and making it into items for the demoness. Ultimately she keeps falling into traps that tickle and tease her. Minor traps easily escapable at first, but soon becomes so exhilarated by the sensations that she “Accidently” gets stuck in a tickle torture trap she then finds she can’t escape from this time. She’s given into the inner desire to be tickled. |
5 - The Demoness Palace | The Deer Bindmancer - Party Leader (Placeholder) | A tall and Athletically muscled Deer woman who was the old leader of the defunct team. She entered into the Tower Dungeon to save her party just like the Bindmancer did. She has similar Bindmancing powers as the protagonist. She’s a strong willed leader personality. | The Deer Leader overcomes all the adversities of the dungeon until she reaches the top to battle the demoness to free her party members. She fails the battle, but the demoness lets her try time and time again until the Deer confesses that the burden of leading is tough on her. The demoness offers another way to live. The Yak becomes the leaders submissive pet. She’s given into the inner desire to have no control or agency. |
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Floor Level 1 - The Cultists Domain | Description of what’s the Lore / Narrative | Writing | Art Asset | Caroo’s Lore Notes: |
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Level Select Screen | Character Count: 700 (Includes spaces) A description of the Antagonist observing the Bindmancers Progress | Title: Prose: |
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Lore Pickup 1 - The Hero Prisoner Story - Part 1 | Character Count: 800 (Includes Spaces) Explain the heroes motivation. | Title: Prose: |
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Lore Pickup 2 - A Contraption or item | Character Count: 800 (Includes Spaces) A description of the prisoner bondage wall mount. | Title: Prose |
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Lore Pickup 3 - An Enemy or trap | Character Count: 800 (Includes Spaces) A description of a lesser cultist | Title: Prose: |
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Floor Level 2 - The Cultists Domain | Description of what’s the Lore / Narrative | Writing | Art Asset | Caroo’s Lore Notes: |
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Level Select Screen | Character Count: 700 (Includes spaces) A description of the Antagonist observing the Bindmancers Progress | Title: Prose: |
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Lore Pickup 1 - The Hero Prisoner Story - Part 2 | Character Count: 800 (Includes Spaces) Explain the heroes initial hurdles or triumphs. | Title: Prose: |
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Lore Pickup 2 - A Contraption or item | Character Count: 800 (Includes Spaces) A description of the exit portal key. | Title: Prose |
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Lore Pickup 3 - An Enemy or trap | Character Count: 800 (Includes Spaces) A description of a tentacle trap | Title: Prose: |
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Floor Level 3 - The Cultists Domain | Description of what’s the Lore / Narrative | Writing | Art Asset | Caroo’s Lore Notes: |
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Level Select Screen | Character Count: 700 (Includes spaces) A description of the Antagonist observing the Bindmancers Progress | Title: Prose: |
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Lore Pickup 1 - The Hero Prisoner Story - Part 3 | Character Count: 800 (Includes Spaces) Explain how the hero was ultimately trapped / captured. | Title: Prose: |
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Lore Pickup 2 - A Contraption or item | Character Count: 800 (Includes Spaces) A description of the magical mirth potions | Title: Prose |
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Lore Pickup 3 - An Enemy or trap | Character Count: 800 (Includes Spaces) A description of a golem | Title: Prose: |
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Floor Level 4 - The Cultists Domain | Description of what’s the Lore / Narrative | Writing | Art Asset | Caroo’s Lore Notes: |
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Level Select Screen | Character Count: 700 (Includes spaces) A description of the Antagonist observing the Bindmancers Progress | Title: Prose: | ||
Lore Pickup 1 - The Hero Prisoner Story - Part 4 | Character Count: 800 (Includes Spaces) Explain the pleasurable peril the hero encountered. | Title: Prose: |
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Lore Pickup 2 - A Contraption or item | Character Count: 800 (Includes Spaces) A description of the prisoner hanging bondage device. | Title: Prose |
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Lore Pickup 3 - An Enemy or trap | Character Count: 800 (Includes Spaces) A description of a chest mimic | Title: Prose: |
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Floor Level 5 - The Cultists Domain | Description of what’s the Lore / Narrative | Writing | Art Asset | Caroo’s Lore Notes: |
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Level Select Screen | Character Count: 700 (Includes spaces) A description of the Antagonist observing the Bindmancers Progress | Title: Prose: | ||
Lore Pickup 1 - The Hero Prisoner Story - Part 5 | Character Count: 800 (Includes Spaces) Explain the Heroes inner desire and why they cannot leave. | Title: Prose: |
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Lore Pickup 2 - A Contraption or item | Character Count: 800 (Includes Spaces) A description of treasure. | Title: Prose |
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Lore Pickup 3 - An Enemy or trap | Character Count: 800 (Includes Spaces) A description of a cultist leader | Title: Prose: |
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Intro Cutscene:
The Intro Cut Scene is spoken from the perspective of the Antagonist / Tower Entity / Deer Villainess.
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