Well, it seems you've gone somewhere you're not supposed to.
I have to admit, I haven't seen one with your...enthusiasm for quite a while. You saw a magic door, you jumped through it without hesitation. Did you think it would vanish if you took a second to think?
That's why I like you humans. You're all so desperate for the smallest smattering of magic. You can't help yourselves. Almost too easy to seduce, really.
No, don't worry, I'm not going to eat your soul or anything like that. Think of me as your...sponsor. Yes, I like that. I'm going to sponsor you to run around and cause a little chaos for me, upset the natural order a little bit, tweak the noses of the powers that be, that sort of thing.
Now then, where can I put you that would do the most damage?
Choose your World(Plan format, please):
[ ] Pirate Seas: here, the horizon does not curve. You could sail for an eternity and never find the end, or sink for even longer and never find the bottom. There are monsters swimming in those depths, and thieves who sail on the surface, and of course treasures waiting beneath the sand.
[ ] Fairy Forest: here, animals can sometimes speak, and fools can sometimes become kings, and some hills have giants sleeping underneath. This world runs on a very specific set of rules, learn them if you want to survive.
[ ] An Underworld: The Lord of this place took a leave of absence a long time ago, and his servants are still quibbling over who shall take his place. In the meantime, the mechanisms of the afterlife have ground to halt. Ghosts and undead are running amok, and the flood of lost souls have begun to attract even more unsavory things.
[ ] The Burning City: Long ago, a group of Nobles pledged themselves to an ancient god of fire and steam, and ushered in an age of industry. This is the capital of the great empire they built, where the sun cannot shine through the smog, where the machines never cease, and where the furnaces are fed by the bodies of the dead.
[ ] Wanderer: Or, if you're a really special snowflake, you could eschew these options and wander the multiverse. You'll be able to choose where you go(within reason), but I'll need you to run errands for me. I'm not a charity worker.
And to help you not die in the first ten minutes, I'm going to give you something special. Now, I'm afraid my generosity only goes so far, if you want more than one you'll have to pick a price.
Boons[For every one chosen after the first, pick a Price to go with it. Plan format, please]:
[ ] Wisdom's Pearl: A small pendant that dispenses good advice, lore about the world you'll end up, can translate ancient languages and might just keep you sane on your adventure.
[ ] Librarian's Codex: don't be fooled by it's yellowing pages, this little lovely can become any book you want, up to and including magic ones, as long as you know the title.
[ ] DawnBlade: A sword with a blade made of fire. Do I really need to explain?
[ ] Moonsteel Armor: a barely perceptible shield of light that covers you like a second skin. It'll protect you from all but the strongest of blows, once. Once broken, it takes a few moments to recharge.
[ ] Skeleton Key: stolen from the belt of one the guards of the underworld, this will open just about anything with a lock on it.
[ ] Crystal Ball: let me assure you, this is no mere carnival trinket. The stone this was carved from vibrates on a frequency much higher than either of us. With this, you can see the future, the past, the present, and so much more besides.
[ ] Signet Ring: This was not easy to acquire. This, in a word, represent sovereignty. Once you learn to use it, the land itself will bow to your touch.
[ ] Steed: a buddy of mine who owes me a favor has agreed to provide you transportation. I guarantee that they fly, swim, and run faster than anything you'll find where you're going, and they're no slouch in a fight either.
[ ] Unwritten Map: starts out as a blank piece of parchment, fills itself in as you explore the world. Has an added bonus of letting you teleport back to landmarks you've visited once per day.
[ ]Compass of Fate: points toward whatever you ask it to, maybe even things you didn't ask it. Fair warning, it doesn't tell you how far you have to go to get there.
[ ] Extra Heart: a beating heart in a glass jar tied to your soul. If you die, it'll bring you back to life in full health, once.
[ ] Healing Holly: a small sprig of holly whose leaves have a powerful healing effect when ingested. The leaves will slowly regrow after being removed.
[ ] Raven's Cloak: a long black cloak that that makes you hard to see and harder to touch.
[ ] Pack of Convenience: an extramdemensional traveler's pack that can cook meals, set up camp, and can even tend to your wounds. Has a dog-like intelligence.
[ ] Fool's Warning: a small pocket watch that, once a day, lets you send your mind back in time up to an hour. Activates automatically upon your death.
Prices
[ ] Blank Check: we're friends, right? No need to make this so formal. Let's just say that you'll...owe me one.
[ ] Fragility: a little porcelain doll with an uncanny resemblance. Any damage done to it will happen to you, up to and including death. I would suggest hiding it somewhere safe.
[ ] Cloying Chaos: every so often, you'll suffer random maladies. Nothing lethal, at first, but they'll get increasingly worse until you figure out how to cure them.
[ ] Slow Reaper: ever lie awake at night, wondering when death will come for you? Now you don't have to worry, you'll be able to see it as it inches toward you, step by step.
[ ] Absolute Power: a far more powerful object than any of the Boons I offered you, with the minor caveat of being bound to a consciousness of pure evil. The more you use it, the more it the two of you will...blend.
[ ] Dead on Arrival: you won't be completely "alive" when you get were you're going, but depending on how you think about it that just means it'll be harder to kill you. You'll need to eat about a squirrel's worth of living flesh if you want to keep from rotting or heal from injuries.
[ ] Shockwave: the powers that be you will know you're here, know exactly how dangerous you are to them, and the rough area of where you arrive.
[ ] Uninvited Guest: you get possessed by a minor demon that occasionally controls your actions. The demon is not evil so much as "self-interested", and you can negotiate with it to keep from working at cross purposes.
[ ] Vainglory: no matter your efforts, you will always make a bad first impression when you meet people. You can still turn them around with effort, but it'll be a lot harder to make friends.
[ ] We're not so different: an evil twin arrives in the world at the same time you do. It's only ambitions will be the thwarting of yours, it's only desire your suffering and ruin.
Now, before I send you off, I'll need you to sign this little piece of paper, I wouldn't worry about the contents.
[ ] Write-in| Name [Plan format, please]
Oh, and one last thing. This is your likeness, isn't it? I need to be sure for my records. Think of it as the "before" picture.
[ ] Write-in| Appearance, pronouns[pictures would be appreciated, but text description will suffice]
Well, that concludes matters, I think. Bon Voyage, and good luck.
You'll be needing it.