In the initial stages of working on “DDnD – Unsung Saviors,” I was debating on several way I could convey the game world to the players that would be playing over Discord. This was around the time they had just introduced screensharing and video calling options, so I knew I was going to be able to do more than just post static maps (or artwork of certain areas) into the Discord chat, in hopes of immersing the players in a way that I would have deemed worthy of the source material. That is where the roots of myself wanting to create a GM Interface came into existence, and what you see above is the first version of the RuMa Temple map, the main playing area of Campaign #1 – Tutorial.
The RuMa Temple of Par’N, as envisioned many years before creating this game, has gone through several iterations since “Legends of Saviors'” inception over two decades ago. Originally, the temple was made up of two giant, castle-like spires, built side by side, sticking out of the ocean off the coast of one of the main continent of the planet. RuMa, the entity itself – which was a bit more corporeal at the time – would sit in his throne room at the top of one of the spires, while his students would live and train at the top levels of the adjacent one.
As time went on, while creating more aspects of the original version of the story, a character named Yenen would eventually leave RuMa Temple and create his own castle-like domicile, and even right on the same coast that would be near his former home. Gameplay-wise, Yenen’s Castle would be a hub for players, where they could always come back and rest to regain health, spar with holographic enemies to level up, solve small mysteries within the building, itself, read about lore of Par’N in the library, and eventually build onto the castle to add even more usable rooms.
To make a long story short, I ended up combining both ideas of Yenen’s Castle and RuMa Temple into the newer version of the temple, and was inspired by an actual landmark on American soil (called the Devils Tower), which is a large, laccolithic butte mostly composed of a purple, igneous rock, that also juts out of the ocean (however, with this version, it sticks out at the tip of the northern pole). Considering the only way to enter the actual mountain, itself, is from a secret entryway on its plateaued top, not many have stepped foot on, or even into, the temple. On the inside, where certain monks lived for thousands of years – through many generations and historical eras – they ended up carving out hallways and rooms, to accommodate certain needs and wants that they had. When players enter this area in Campaign #1, some of the overarching mysteries they can optionally solve is who used to live here, why they chose this place to dwell, and where they all might have vanished to after so long of keeping this place sacred and secure.
I could go more into what each level and room above is called and meant for, but I think I will leave that up to the imagination for now, until I am able to post the videos of the game in action, from the very first team that have already tested the first campaign. Keep on the lookout for it soon!