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So, I made a world... (input requested)
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<blockquote data-quote="Sekhmet" data-source="post: 5622138" data-attributes="member: 97602"><p>I made a campaign setting for personal use that I'm quite fond of now, it's somewhat low magic (in the sense that magical items are few and far between, and spell lists are somewhat reduced to be rid of the flashy damage dealing type spells lolicestormoutofnowhere), and I'm coming up on the overlying story arc that has driven the campaign, which is to free Bahamut.</p><p></p><p> Bahamut was trapped by a powerful wizard in an area of the world set off from the rest by a massive glacial wall. Five Great Wyrm White Dragons keep watch over him, constantly re-solidifying the massive block of magical ice that imprisons him, and my adventurers are coming up on the realization that, to reunite the world with it's parallel (which has had drastic complications), they need to free him. </p><p></p><p> The problems that keep presenting themselves is that I can't seem to settle on an arrangement for the massive, underground complex that would house such a thing. It would ideally have a breeding pit for white dragons, a large storeroom of acquired goods/hoard, and obviously the main chamber where Bahamut is kept.</p><p> Each of the five Great Wyrms would have their own chamber, because, as sentient creatures (even with the same goals), they'll have their own characteristics and will often not get along well with the other Great Wyrms.</p><p></p><p> I'm having trouble coming up with enough filler material that the dungeon won't just turn into "You enter room, X White Dragons of X size attack you. You kill dragons. You enter next room, X White Dragons of X size attack you", which could turn what should be an epic adventure into something boring and predictable.</p><p></p><p> I request your input on the situation. Any questions you have regarding world mechanics will also be answered.</p></blockquote><p></p>
[QUOTE="Sekhmet, post: 5622138, member: 97602"] I made a campaign setting for personal use that I'm quite fond of now, it's somewhat low magic (in the sense that magical items are few and far between, and spell lists are somewhat reduced to be rid of the flashy damage dealing type spells lolicestormoutofnowhere), and I'm coming up on the overlying story arc that has driven the campaign, which is to free Bahamut. Bahamut was trapped by a powerful wizard in an area of the world set off from the rest by a massive glacial wall. Five Great Wyrm White Dragons keep watch over him, constantly re-solidifying the massive block of magical ice that imprisons him, and my adventurers are coming up on the realization that, to reunite the world with it's parallel (which has had drastic complications), they need to free him. The problems that keep presenting themselves is that I can't seem to settle on an arrangement for the massive, underground complex that would house such a thing. It would ideally have a breeding pit for white dragons, a large storeroom of acquired goods/hoard, and obviously the main chamber where Bahamut is kept. Each of the five Great Wyrms would have their own chamber, because, as sentient creatures (even with the same goals), they'll have their own characteristics and will often not get along well with the other Great Wyrms. I'm having trouble coming up with enough filler material that the dungeon won't just turn into "You enter room, X White Dragons of X size attack you. You kill dragons. You enter next room, X White Dragons of X size attack you", which could turn what should be an epic adventure into something boring and predictable. I request your input on the situation. Any questions you have regarding world mechanics will also be answered. [/QUOTE]
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