The Game is not starting yet, as I don't have Chauzu's character, and I need to finalize a few things, but...
EDIT ON START: You four will know each other, having each been in the 'Town' of Whistle for a month or so. Life is harsh, eking food and drinkable water from the surrounding countryside is not easy. Yes, countryside. Whistle sits in a cleft upon some Mountainside somewhere in the Dungeon. Near at hand are 3 Portals known to the Residents. Each Portal is Guarded, the first leads to Ever, a Labyrinth-like Maze often traveled by The Weaver's Agents, but thought too Dangerous by Sane Folk. The Guardian is 'Gyrus' a living Stone Being that poses riddles to those who would enter.
The Second Portal leads to Cavanaugh's Folly, a 'Dungeon'-like setting populated with all manner of bizarre monster and creature. This Portal is guarded by The Knight of the Green Hand, a fierce Warrior who allows passage to only those who can best him in combat. As well, there are at least 3 documented cities within Cavanaugh's Folly: One ruled by a Gnome King, the Second ruled by 'The Council of Mind' and the third Unknown, having only been mentioned by passing Traders.
The Third Portal leads to parts unknown, as all who have attempted crossing have met with Death. Those coming within a few dozen yards of the Portal tell of a strange buzzing in their ears, followed by bright flashes of light that stun and confuse them. Those persisting in closing the distance have all dropped Dead, with blood flowing from their ears, mouth, eyes and nose.
A Seer claims that some Malady from Off-world have infected the very Rock of the place, causing these Deaths. Most laugh this off as superstition. The Adventurer who can get past the Portal stands to become rich or Famous, as surely something Immensely Valuable must reside beyond.
On Whistle: Whistle gets its name from the obvious sound that the Wind makes when it carries through the Town, which sits on either side of a Deep Gorge. The total inhabitants are a hard thing to estimate, as a census is a chaotic thing in The Dungeon.5,000 is a good guess, though it fluctuates with the Ebb and Flow of the Fortunes of the Monitors. Whistle is ruled by Raka-Eesa, a Half-Blue Dragon Sorcerer, claiming to hail from a World (he calls it a confederation of Worlds where Dragons rule hundreds of Planes) within something called 'The Dragon Empire. Raka-Eesa rules with an iron fist, overseeing the work in the numerous mines around, above and below Whistle. The Half-Dragon's Bullyboys are mostly Hobgoblins, although a large contingent of Ogres and, oddly enough, Dwarfs serve him. Raka-Eesa seeks to Conquer nearby Lands, using the Portals to Ever and Cavanaugh's Folly to find loot, fresh recruits and possible 'War-Tech' as he terms it. Rumor says that the Gnome King in Cavanaugh's Folly knew Raka-Eesa before they were Fished, hailing from the same Dragon Empire. He has many Wondrous Inventions within the City of Clocks, where he rules.
On The DUNGEON: The Dungeon is difficult to explain. One could start on a sea of sand, as far as the eye could see sailing some schooner that plied the Winds (and indeed, this is very true in several Zones).You might land on a small rock Outcrop, where a Doorway waited, against the Rock wall. Passing it (and it's guardian), you find yourself on a Glacier, overlooking an ancient city. Traveling through the City, you find a Portal (most likely One of many), leading to a steamy jungle where primitive Insect-Men war ceaselessly against one another, colonies waging eternal battle. A Portal 100 feet up in a tree, leading into an old Bole might leave you atop a plateau, overlooking a Sea of Fire, Dragons and Great Elementals seen in the distance. A dormant lava-pool might lead (via it's Portal) to a 'Dungeon' filled with monsters, Demons and Traps...and many, many Portals. The possibilities are endless, or nearly so. The Monitors are constantly adding, removing and changing the entire Dungeon, although a Monitor will usually tell his Followers within a Zone, so that they can prepare, be that moving, or get ready to stage a War upon wherever their Portals now Open.
WHY ADVENTURE IN THE DUNGEON? Some do it to survive, seeking weapons to keep them safe. Some seek the basic necessities, Food, Water, and Shelter.
Some seek to dominate others, to colonize, to seek new places to explore, to document their travels in order to help those who come after. Everyone has a reason. For most, there is One reason in the hiding at the back of their Mind. One day, someone WILL find a way to escape the Dungeon.
START: So, you find yourselves eating a soup of gruel, composed of thick skinned tubers and some gamy meat best left unknown. The tavern around you is filled with the usual assortment of riff-raff. A dozen Human Laborers, tired from a day's work in the Mines, several Dwarfs, similarly worked, although there's is a Free servitude, hoping for a Share, while the Humans are mostly indentured servants to Raka-Eesa.
A Trorble (A green-yellow skinned Lizard-Man, standing about 7 feet tall, and known for their variety of sounds and noises) is playing 'Special Effects' to a play of The Warmaster and The Shielder fighting a battle. Two children are the Puppeteers, and a group of 20 or so watches in bemused interest.A large Ogre, grossly fat, snores at a table in a corner, a tiny fly buzzing in and out of his open mouth.