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<blockquote data-quote="Istbor" data-source="post: 8293552" data-attributes="member: 6801670"><p>I guess I would look at it this way, especially in the context of this portion:</p><p></p><p>"I kind of like the idea of the group doing adventures in the 'world' but slowly finding out that things are not as they seem. That there are cracks on the edges. Then they find out there's 'another world' and, possibly, that their God-King isn't a god at all."</p><p></p><p>That the souls of those brought his are also unable to escape this demi-plane. That over those 1000 years perhaps spirits of the long dead portend this place as a sort of gilded prison. Or something I like even more, stories or experiences of people remember different past lives. Compounded for a 1000 years as souls trapped simply return to the "Great cycle", people start to fall into a madness as these multiple memories mix and merge. Slowly eating away at the society that has been stable.</p><p></p><p>Now... my views on what absolute power would do to a wizard like this out of consideration, you could run the God-King as having become aware of the issue but trying in vain to fix a problem beyond his grasp. That could lead to very mysterious quests through intermediaries or disguises as the magic user ropes the players into helping find some solution, or it could lead to some well intentioned, but failed (perhaps horrifically so) past attempts at 'freeing' the souls from this artificial demi-plane.</p><p></p><p>I personally like that the wizard could still technically be completely benevolent but shut away to fix a slow building new crisis of his own creation. I would definitely see some players trying to figure out who this 'client' is that has been paying them to perform odder and odder tasks that might be revealing more of the truth of the world they are in. Then suddenly finding out through their own investigations they are working for this God-King wizard.</p></blockquote><p></p>
[QUOTE="Istbor, post: 8293552, member: 6801670"] I guess I would look at it this way, especially in the context of this portion: "I kind of like the idea of the group doing adventures in the 'world' but slowly finding out that things are not as they seem. That there are cracks on the edges. Then they find out there's 'another world' and, possibly, that their God-King isn't a god at all." That the souls of those brought his are also unable to escape this demi-plane. That over those 1000 years perhaps spirits of the long dead portend this place as a sort of gilded prison. Or something I like even more, stories or experiences of people remember different past lives. Compounded for a 1000 years as souls trapped simply return to the "Great cycle", people start to fall into a madness as these multiple memories mix and merge. Slowly eating away at the society that has been stable. Now... my views on what absolute power would do to a wizard like this out of consideration, you could run the God-King as having become aware of the issue but trying in vain to fix a problem beyond his grasp. That could lead to very mysterious quests through intermediaries or disguises as the magic user ropes the players into helping find some solution, or it could lead to some well intentioned, but failed (perhaps horrifically so) past attempts at 'freeing' the souls from this artificial demi-plane. I personally like that the wizard could still technically be completely benevolent but shut away to fix a slow building new crisis of his own creation. I would definitely see some players trying to figure out who this 'client' is that has been paying them to perform odder and odder tasks that might be revealing more of the truth of the world they are in. Then suddenly finding out through their own investigations they are working for this God-King wizard. [/QUOTE]
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