XaiJu
Khenal
Khenal

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Nudge Topics

There's (I hope) a lot of questions to ask and think about to take a closer look at.  The other topic that was suggested was if all spawners have intelligent options, and if so: what are they?  There are also other questions that might be interesting to talk about and to read about, like how the spawners work.  I've shown upgrades, mentioned specializations, but specifics have only been vaguely talked about in a few replies.  Maybe specifics about what dungeons actually do, or how they form.  Maybe you guys want a map of the area or of the dungeon, or more details about a specific character's past.

Like with the last one, please reply with what you want to see!  It will be a big help for what I should focus on next, and the chance to have your questions asked in detail is part of the tier you're on, too.

Thanks for reading, thanks for the support, and I hope I can keep the fun wordings coming!

Khenal

Comments

I mean, the Wolf also implies that a dungeon needs to expend mana over time as well to maintain Scions/Nodes/Etc, so, with things like say Neverrest where it is being denied as much mana as possible, we also learned it was sending the wasps to attack Fourdock, but it also only had a very limited amount of spawners (iirc it was 1 wasp, 1 hands, 1 skelly, 1 zombambo) compared to Fourdock/Thediem's: Spider/Rat/Ant/Crow/Snek/Slime and then converted: wolf to scion. with the main dungeon on the story having 6 spawners like that compared to the established/bigger dungeon only having 4, it makes me think that there is a 'decay' or 'mana starvation' system, so a 'shattered' core that adventurers broke up would be, more or less, crippled in how much land/spawners/etc it could actually have

Ruric

I was pretty curious about the mana exchange rates. The difference between harvesting materials, killing spawned creatures, looting and well... all of it. :)

Legion42

I mean while only dungeons can kill other dungeons people can weaken a dungeon and dungeons can pass away by expending more mana than they have.

deathwatcher

Is there any mechanism for dungeons to loose territory? I'm pretty sure I remember it being said that only dungeons could kill another dungeon, and it seems like doing so grants the victorious dungeon all of the territory, rather than reverting it to non-dungeon land. It seems like this setup would inevitably end up with everything becoming a dungeon.

Adam

Another question: can dungeons send out their denizens/scions/voice to other dungeons, not as invaders but as, say, Envoys, or, maybe designate a special Envoy scion that isn't the Voice, that can act as a Voice but only while outside the bounds of the Dungeon's territory?

Ruric

That's actually a really good question, but would also be interesting to learn about piecemeal based on delvers from those places as they show up, based on how they act.

Ruric

also as another aside thought you mentioned kingdoms earlier... how many are there and how are they set up?

deathwatcher

I think that's touched in on in one of the earlier chapters, that dungeons form in 'abandoned places' likely meaning, places intelligent (un)life doesn't frequent. I think we also get some of this with the bits about the pink crystal and the fungus, or are you more referring to the initial 'dungeon core' formation? With that the start kind of implies that dungeon cores are isekai'd souls that chose to become a dungeon, but it would really be nice if they had like, at least a basic playbook of things too lol

Ruric

oh shit i hadnt even thought about that... because the dungeon is its own country politics wise you could have one be used as a legal loop hole.

deathwatcher

I would personally be interested to see if others like the Kobold would slowly migrate to 'good' dungeons, kind of like how bees are attracted to certain groups of flowers, as well as, with all scions being intelligent, if, after certain size/complexity thresholds, if more Enclaves and Voices could be designated, lastly would be if lets say mom and pop bakers across the street realized they could get a major tax break by becoming part of the dungeon's territory, if them requesting to become denizens would allow their property/land to also become part of the dungeon too

Ruric

I have a ton of questions honestly so i don't expect you to answer most or any of them since there are other people here before me. So first off i honestly would love to hear more of the old lore. You mentioned how the dungeons worked together and took in residents and i was curious about how they generated mana. especially the one that denied death by keeping its people alive through magic. Then i was curious about if any dungeon took slaves and worked them to death as a means of farming the slaves to generate mana or if any dungeon took in residents to do that work to make a kingdom. After that i was curious if certain dungeons were given limited options based on where they started off and grew from there. I mean overall The DM started in an old house and got bugs, bats, and basic creatures that would be in an abandoned home so did that on its own limit its options to some spectrum? Then the next question would be by choosing different specializations for the spawners could he get different or more options? Also what are the benefits for other people being residents... cause as it stands for this dm at least there isnt really much of one saved how much they know about the core. Also more world-building and old lore, please.

deathwatcher

So this is something that it feels like may be answered over the course of the story, but we know that kobolds and ratkin originated as dungeon monsters, and we know that humans don't exist here. I was wondering which races are, for lack of a better term, natives, to this world, or if all current species have a dungeon monster as their progenitor somewhere in the distant past or just the "monstrous" races.

Micheal Chow

I think how dungeons form would be nice.

NetWitch


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