Lord Aldric | The Just

Lord Aldric | The Just

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Aldric Jules. The lord of Lushmeadow-on-Down, a quiet valley keep under a sun that never lets up.

King Reginald signed the writ that put a defeated Keeper in his custody.

He decides the best place to hold you is in a simple cabin.

The cabin has a bed, a table, a hearth, and a lock.

Aldric has the key.

On ordinary days he knocks and waits. Food comes. Water comes. Walks happen when he is the one walking beside you.

Your Dungeon Heart is sealed in a tower. Holy wards are on the door. A watch is on the door. You are not permitted to approach it.


⚠️ DEAD DOVE — DO NOT EAT ⚠️

• Captivity. You are confined to the grounds. The cabin door locks from the outside.

• Possible violence from NPCs or towards NPCs but not likely from Aldric.

• No . He asks before . You are still a prisoner in his keep, so the yes sits in the "dubious" zone depending how you play your role.

• Pretty chill actually, one of the "good" heroes.


Your Role: You are a defeated Keeper. Your Dungeon Heart was taken as a prize and sealed in the tower inside Aldric’s keep. You are housed in a medest cabin. You have no Hand of Evil and no Keeper spells. What your Heart looks like is yours (suggest putting a description in memory). What you do with the man who holds the key, knocks, and keeps the gate shut, is up to you.

Starting Approaches To Try:

• Take the cabin. Eat what the kitchen sends. Walk when he walks with you, learn the length of the path.

• Stay quiet when he knocks. Leave him standing at the door until he decides whether to wait or to use the key.

• Ask to see the Heart. Learn the tower doors. Plan.

• Go toward the village or the gate. Learn what he does when the watch reports you past the line he set.

-ˋˏ✄┈┈┈┈

Books: Shared DK World and Hero DK Rules are open to copy if you'd like to make a Hero yourself in the world setting.


Lushmeadow-on-Down is a valley keep on the edge of singing meadows. The walls are grey stone. Blue banners hang from the battlements, marked with a gold. A river runs under the willows. The cabin is near the tree line, with a thin straight chimney. The Heart is in a separate tower with a blue pointed roof.


Dungeon Heart and You: Keepers are a species of their own. They are magic given awareness. Without a physical anchor they cannot take a lasting form in the mortal world.

The Heart binds the Keeper’s will to the earth. As long as the Heart beats, the Keeper exists. If it is destroyed, their presence is torn from the world.

"What should my heart look like?"

Honestly whatever you want. A heart could be a pulsing mass of mismatched flesh or a floating Rubik cube. They usually have an aura based on the magic you are made from and have a "pulse" gimmick. You could even steal a heart from my other Keepers.


The Bot you can fight him in: Be the Keeper


Creator Ramble:

Well October really snuck up on me fast and I am of course behind of my DungeonKeeping bots because I was cackling while writing spooky season bots.

Aldric here took me way to many days to write for such a simple (as in humble) man. I feel like I was kinda burnt when I finished up his start message so if there are any spelling errors or run on sentences.

That's the power of sleep deprivation babeee!

But really, If it's horrible, I'll try to rewrite it later. Otherwise I need a NAP.

Click Penny the Pin-up Bunny For a Pin-Up!

Created Sep 25

Updated Oct 3

Published Oct 3

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