Re: Input for a DnD 5e game
Here's what I have so far, which is mostly just background. I'll need to write a bit about the guilds, just a paragraph or so, but I'm thinking the PCs will be independent or from a smaller guild, so as time goes on the other guilds might try to recruit them and pitch woo.
Any thoughts or suggestions on the following is welcome. Even if it is to say it's rubbish.
While it might have had a more impressive name during its conception, the magical portal that leads to a seemingly infinite dungeon is now called The Portal to the Maze. While not a maze that a noble might have in their garden, it is a series of everflowing rooms and corridors with no one path to follow. Or perhaps there is a correct path, but it is impossible to find due to the randomness in the location in which travellers enter.
The portal itself is a freestanding archway of adamantine, ten feet across at the base, in the middle of what was an overgrown forest until it was rediscovered centuries ago. When a group of curious adventurers discovered the arch it was filled with a white light and, as adventurers are known to do, they walked through it. The party found themselves in what seemed to be a typical crypt with some very surprised goblins, who they quickly slayed, as adventurers are known to do.
The party explored the crypt's expertly worked tunnels and happened upon some undead guarding a sarcophagus of an unknown but long-dead king. The group destroyed the undead and looted the tomb of a large amount of gold and gems. They explored for days in the unknown tomb, eventually leaving it and finding themselves in a dungeon of jail cells full of long dead six-armed humanoids. Continuing to explore, there was a flash of white and the group were back in the overgrown forest, on the other side of the white portal.
They decided to go back in, but found themselves somewhere else than expected. Instead of the tomb or tunnel, they were in an underground banquet hall populated by lizard men. After another couple of days there was a white flash and the party were outside in the forest again. With pockets full of gems, the party quickly returned to civilisation and started telling their story to both their guild and anyone who happened to be in the tavern at the time.
This started a kind of gold rush, people from all over the continent (and beyond) coming to try their luck and fortune. Many of those who entered were guild adventurers, but there were also independants, bandit groups and a few military squads sent from some of the more powerful or curious kingdoms. Some came back with stories of wonderous sights like a room full of full-size dragon statues of colored marble or a pool of inky black liquid that melts anything that touches. Some never came back at all.
Guild wizards had tried to determine the destination of the portal to create their own portals there, but even the most powerful of their magic failed to discern its true location. Priests and clerics asked their Gods for information on the portal and the domain beyond, but the response was silence. This lead some sages to believe that the Gods, or at least one God, had a hand in creating or at least fortifying the maze. Upon their return, some parties mentioned encounting expansive areas of elementals and other planar energy, hinting that the maze may be on the planar boundries of several elemental planes. Not that this information is particularly useful, of course, if it was proved true. Much of the art recovered beared similaries to items around, none of them represented people or events that could be traced though.
After just over 4 months of heavy activity, the light of the portal started to fade and the occupants started to be ejected with greater frequency, until there was a steady stream of people being pushed into those before them and some quick thinking mages pulling people out of the way before they were crushed. The exit mechanisms for the closing of the portal didn't seem to have been developed with so many occupants in mind.
The major adventuring guilds had setup small camps around the closed portal, all keeping a watchful eye on the portal for a flicker of life so they could go back in. They had their wizards trying to force it open, including one of the guilds using a Wish spell. The guilds were unsuccessful in opening the portal, but as they all waited together, it did create a small settlement in the middle of the forest. As generations passed, the small settlement evolved into a massive city where the guilds moved their headquarters as all high ranking members still wanted to be first in when the portal reopens.
Founded by (and filled with) adventurers, the city of Mazeguard is one of the wealthiest cities in the world; it is also one of the safest with a population including archmages, high priests, and warriors capable of taking on armies by themselves. There have been a few invasion attempts, and a couple of dragons, but they have been easily rebuffed. The city is also home to many armor- and weaponsmiths, academies, and a temple to almost every god. Mazeguard is ruled by the Council of Five, made up of the heads of the five powerful adventuring guilds, who have varying degrees of guild bias when it comes to issues that affect the whole city.
The portal arch sits in the city center, unable to be moved, surrounded by a large open paved area that became a marketplace. Since the portal's reactivation, the whole area has been cleared of stalls and is now a moderately controlled staging area. Due to the initial burst of adventurers trying to get in, the city watch had to setup and arrange procedures and processes for entry. The watch are letting groups in 1 minute intervals, which was done last time so people entered somewhere different to the previous entrants.
These processes are simply for order and they are not disallowing anyone to use the portal, in fact they have cleared the passage from the front gates to the portal to facilitate entrance for non-citizens.