Knightmare n

This project exists for three reasons: firstly, it's a love letter for the 1980s classic childrens' gameshow Knightmare.

Secondly, it is an example of the work I can do with my clients - although I can also help you write your novel, organise a comic, graphic novel or animation, create games, or make any other creative project you can imagine involving characters and worldbuilding!

Thirdly, it is an exercise in the use AI-generated images on an ethical basis: each picture you see as part of this project was made by Stable Diffusion, and is an approximation of the scene, character, monster, or item described on the page. Each picture is almost certainly a little bit wrong but should give you a rough idea of what the subject looks like. I firmly believe that art made by a human would look better, but this project has no budget. If anybody feels moved to draw anything in this project, by all means get in touch with me via my web site as linked below - I'd love to hear from you!

~Hayley at The Character Consultancy


With all of that said...

LET'S BEGIN!

The Antechamber

As an aspiring dungeoneer you have applied for, and been invited to, the castle of Dunshelm, made legendary by its enchanted dungeon. Upon arriving you are ushered into the castle's humble yet cosy anteroom and welcomed by its newest master, Sir Escart.

You appraise this man, who is Treguard's successor. Escart is a tall, broad-shouldered man in his mid-40s with thick auburn hair, a distinct limp and a cane ringed with iron bands to provide grip (and, you note, proof that this man cannot be fey), and the same care-worn appearance and Saturnine gaze of one who is no stranger to magic. You reflect that he must have impressed Treguard with his knowledge, moral values, and approach to fey, monsters and magic, otherwise he wouldn't be here. You also feel that this is somebody who was selected for his presence, and you can quite imagine him facing down a sorcerer without flinching. However, his response to you is pleasant if reserved. You fancy you can also imagine him being humble when required.

Such is an important trait for a human in a role like this.

"Welcome, adventurer. Who challenges my dungeon?" he asks, and you note the contrast, admittedly fairly subtle, between himself and Treguard. Escart's manner is somewhat stiff, and you wonder whether it's a natural part of his personality or whether he is afraid of the monstrous dungeon beneath his boots after all, despite his gravitas. Treguard was well aware of his own limitations, and sometimes the denizens of the dungeon got the better of even him. Perhaps Escart is similarly aware of the risks. You suspect he has yet to settle into his role.

Whatever happened to Treguard, anyway? you wonder - although you don't ask. None of your contemporaries know, not really.

You smile at Escart and tell him your name, excited about the journey to come. Not everybody reaches the point you have, and to witness Knightmare Dungeon first-hand is a great honour.

"Good. Then we must prepare you for your journey." He explains to you the rules.


Life Force

"First I must tell you about your Life Force. This is its manifestation. It will quantify your survival in the dungeon, as energy will be drawn from you throughout your time within its walls, for the dungeon is a hungry beast. At stage green, you will be healthy. The next stage is amber, and when it reaches stage red, you are in dire peril. If your Life Force runs out, your time in the dungeon will come to an end. The dungeon's hunger is not the only way for your Life Force to be depleted: denizens of the dungeon may attack you, and this will worsen your condition. Be sure to keep track of it.


Knapsack

"You must feed your Life Force by putting food into your knapsack. This will restore your Life Force to green.


Aggression

"Remember that you are journeying through my catacombs as an adventurer, specifically a dungeoneer, not a warrior, and you are expected to behave as such. It is against the dungeoneer's code to attack others.


Inventory

"You are permitted to carry two objects at a time. Food does not count as an object, and neither do spells, which you may carry as many of as you wish. It is worthwhile to keep a written record of your items and spells."


Dice

From time to time you will be asked to roll a 6-sided dice. If you don't have one to hand, here's an online version.


Quest Object

"You will choose an object to redeem for your quest when you enter the first room of the dungeon. You will be presented with three choices but the classic quests are for the Chalice, the Sword, the Shield, or the Crown. The Place of Choice will present you with three of these to choose."

Having equipped you with your knapsack and an enchanted helmet that will allow him to speak to you at a distance, Sir Escart faces you. "Are you quite ready to enter my dungeon?" You nod. "Well then! Turn to face the dungeon door, and good luck!"


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