The 5 most important rules of Dark Lording. Or, Dark Lord levels one through twenty.





Rule One: Don't procreate. Having offspring merely poops out someone who you will expend a great deal of resources on and who'll end up trying to kill you, ruining all your hard work if they happen to be successful. When you're dead do you really think you're going to give a fuck who's running your Empire?


  Therefore if you feel the overwhelming need to nurture something, get a puppy.



Rule Two: Always leave yourself a variety of escape routes. You want a party of adventurers to eventually overrun your base, it's good PR. If your Loathsome Lair kills every last would be Hero that enters it, sooner or later they'll stop trying. That being said, you can't let the worthless cunts kill you in the process or what's the point?



Rule Three: Stagger your Citadel's level of deadliness in accordance with the readily available talent of the local hero pool. No sense hiring a Green Dragon to star in your Labyrinth if you can only expect to attract Adventurers in the 5-8th level range. Just get a Salamander or a couple of wyverns, save the payroll until your PR campaign starts bringing in some bigger hitters.



Rule Four: Always leave a survivor. What's the point of being deadly as fuck if no one knows about it? This applies on the battlefield as well as in your home labyrinth. Survivors make the best ad men and you don't even have to pay them. They're so eager to tell their tale of surviving your deathtrap that no advertising agency of yours could ever hope to equal that sort of publicity, especially not for free.*1



  Sometimes these survivors are so good at telling the gruesome tales of their experience in my Fell Catacombs, that I'll pay various actors to follow them around and buy them drinks in taverns so they'll tell their stories over and over.


  

Which leads neatly into...



Rule Five: Always be prepared for bigger fights on short notice. Normally, when a party of big name Adventurers is assembling for a Major Campaign, you'll hear about it through your intelligence apparatus unless you're a complete yambag. And quite frankly if a high level group of Heroes takes you unawares and unprepared, you fucking deserve to lose and I personally hope you die in the process.


  Less competition for me in the Hero-Luring business.


  Therefore if you open a Labyrinth rated for 1-6th level clients, you have to be ready for that rogue, asshole group of 9-14th dungeon crashers that will try to blow through your establishment looking for easy loot. If a surprise party like this manages to blitz through your whole setup and makes it look easy, you're going to look like a fucking pansy and that's going to cost you in credibility, not to mention the assets they slaughtered in the process.


  You can't have that.


  Therefore you keep some aces up your sleeve just in case some arrogant higher level dicks try to get all shitheel on you.


  I myself have an Undead Dragon*stashed away in my Labyrinth's basement as well as an Iron Colossus*cleverly disguised as a big, normal statue that I can deploy against intruders who are more powerful than they should be.


 These aces usually pay for themselves in kobolds alone when some smart ass, lazy band of reasonably potent hacks come rolling through my property, expecting easy money and experience.






Dark Lord levels one through twenty:






Lvl 1) Scary Kid


Lvl 2) Obvious Future Criminal


Lvl 3) Dirt Thief


Lvl 4) River Bully


Lvl 5) River Boss


Lvl 6) Town Gang Member


Lvl 7) Town Gang Hero


Lvl 8) Town Gang Leader


Lvl 9) City Gangster


Lvl 10) City Councilman


Lvl 11) Politician


Lvl 12) Dark Mayor


Lvl 13) Conservative Senator


Lvl 14) El Presidente En Darko


Lvl 15) Conqueror


Lvl 16) Emperor


Lvl 17) Evil Fucking Cunt


Lvl 18) Dark Lord


Lvl 19) Dark One Percenter


Lvl 20) No-Shit, Legitimate-Ass High Dark Lord






  And there you have it, dear readers. Follow the above five rules and with a lot of luck and/or a whole bunch of money, you can be a successful Dark Lord. Unless I kill you first, sensing a future rival.



Yours in the spirit of friendly competition,
-Lord Hurderoth



May His Troof Be A Word To Your Matriarch




















*1 Under 20th level? Then you don't want to fight a fucking Undead Dragon. Trust me, boyo.






*2  This cost me an insane amount of money. Obviously the only ones capable of making an automaton of this size and complexity are the Dwarves, and since they know they're the only ones capable of making it, they charge accordingly. To put this in perspective for all you modern readers (because I stand astride both Space and Time), an Iron Colossus is the Bugatti Veyron of labyrinth-defense auto-motile technology.

Modern Darklording: Synergy in action. Or, Build a better death trap and the world's adventurers will beat a path to your door.




  The rules governing the interaction between Dark Lords and Adventurers have been established for a long time, but never really written down. Like the laws associated with economics and physics, they don't change much but gradually become more formalized.


  The general rules of thumb are:


1) Build an imposing but not unbeatable fortress somewhere foreboding.

2) Stock it with something of great value i.e. treasure, magic swords, captive princesses etc etc.

3) Get the word out that you've got something worth stealing

4) Sit back and wait for the rush of would be heroes trying to take it from you.


  Pretty simple, really.


  Of course getting the word out is the most challenging part. It's why Rule #4 exists: Always Leave Survivors. Those who have escaped the butchery of their party make the best PR men and have the added bonus that you don't have to pay them. Simply let them live and they will spill their story in every alehouse and tavern from here to whatever forlorn shithole they crawled out of.



  You have to be prepared to move with the times, a great Dark Lord is nature's most adaptable creature. Instead of being the destination, I've chosen to be the entire fucking journey. Whether they are aware of it or not, most of the adventurer parties that seek out my Evil Strongholds™ are in fact driven there by my network of intertwined Retail, Entertainment and Public Relations divisions acting upon a proven business model.


  There are ATA's, or Adventure Travel Agencies in most of the major cities on this world which cater exclusively to up and coming campaigners looking to strike it rich and make a name for themselves. I should know, I invented them.


  For a modest fee my ATA, Sword and Staff Sojourns™ will book a trip for your group of erstwhile heroes to my nearest Malevolent Fortress™ with a range of available travel and support packages. Anything from a couple of mules and a native guide, to a 4,000 square foot silk and wool palace that comes with it's own butler, armorer, executive chef, masseuse, healer, concubines and set up/break down crew.


  Choose your own comfort level.



  This is why I build in godforsaken wastelands, ideally I want my stronghold to be at least a fortnight's hard travel from the nearest town. And the 'nearest town' is a always a nice little village with an unusually fine selection of merchants and armorers for such an out of the way place. I've worked hard to ensure that this is so.


  You see in the old days an Evil Bastard might make some kind of arrangement to sell the equipment, magic items and weapons of slain freebooters back to the merchants of the nearest village, but today's Dark Lord owns the whole town. Established it in fact. Nowadays my business model consists of setting up a remote village trading post before I even begin development of my next Foul Citadel™.


   I employee a large troupe of mobile craftsmen, taveners, merchants and actors that with but a week's notice can produce a rustic looking village to service the influx of sword-weenies and spell-twats that will descend upon my newly completed Citadel.


  They're like locusts or cockroaches that leave money behind when you kill them.




  This whole economic premise relies on the colossal arrogance of your average adventurer and I am never disappointed. Tell your classic spear-cunt and wand-fag about a particularly lethal dungeon maze and they will fall all over themselves trying to die in it regardless of their experience level.


  It makes me laugh. It makes me money. It makes my murdered Father proud of his son/assassin.



  Tune in next time when I discuss the Rules of Dark Lording.



Yours in foulness,
The Dark Lord


His Law Be Word Unto Thine Mother