After two months of brainstorming and planning I’m finally ready to present my Idea or rather multiple Ideas. I have developed a couple projects for stories but I am having trouble to decide which to focus on and do. Something I would like help from the community for. That and to have other people to keep myself accountable to other than well myself.
The premise of all the stories is the player is one of a few different ancient dragons that have woken up after three to four thousand years after the collapse of the ancient dragon civilizations. Each story takes place in the same world around the same time, but each story takes place on different continents and environments with each dragon protagonist getting dropped into a unique setting and story and being of a different element and thus having magic powers unique only to their element.
That and for the most part they are the only ones able to wield magic as the ancient dragons were the ones gifted the ability of magic by the former gods of the world. In the years afterword the remaining magic of the world dried up and magic items looted from the ruins of these civilizations. So essentially magic is an extremely rare thing in this world and the player will pretty much be the only with access to it(at first at least).
There are other dragons/ draconids in the world but they are essentially either wild beasts or have become subservient to the other races which have rose to prominence in the last few centuries. Subservience could be in the form of the rider bond. Dragons in ancient times rarely took on riders, dragons (even the unruly wild ones) always had this type of bond at their disposal, even before their rise to power and prominence. In years following the collapse these bonds have become more common amongst the intelligent dragons.
Each story will allow the player to find out more about the downfall of the dragon civilization that once ruled the continent the story takes place on but this will be more of on the side from the main plots
Sands of Khebnas
The continent of khebnas, once dominated by an expansive and lush jungle cut through only by large lakes and winding rivers, ruled over by the ancient water dragons. After the downfall of the water dragons the magic maintaining the jungle paradise ran out soon after. The rivers and lakes dried up as the the jungle gave way to sand and desert. Nowadays water is a precious resource and the continent is dominated by rolling sand dunes. Dotted around the endless desert one can find the remains of ancient lake and river beds, ruins of the water dragon civilization and scattered oases. The khebians as the people of this continent are called now live clustered around the oases and remaining sources of water or as nomads traveling from oasis to oasis braving the hot sands between.
One of the most notable of these oasis town is Al-kasyruh. Founded years ago, built around the great oasis, its the largest settlement known on the continent. While it has been a prosperous settlement, recent times have shown trouble for it. The old feud between The Najdeens and the Sheikals, the two most influential clans in the city has heated up and threatens to descend into violence that will tear the city apart. Against this hatred though there are rumors of two lovers from the two tribes who risk death to see each other. Meanwhile a dual plague has struck the crops and animals that feed the city threatening the food supply. The most pressing of all the concerns for the people of al-kasyruh is the signs that the great oasis, the life blood of the city, maybe be drying up.
Even as things look bleak in the city a magical and scaly newcomer to the city may be able to provide hope yet. Or maybe they will watch it fall apart, the choice is up to them.
With sand stuck under every scale and even more under your feet, step into the talons of an ancient water dragon as you help decide the fate of a city, two forbidden lovers and your own destiny.
Will your powers of water and healing bring new life to the city, maybe you can even figure out how to restore a part of the jungle paradise you called home.
Shadowrise
The continent of dunkeln was once the land of eternal darkness and the home of the dark dragons. Home to many mysterious night fauna and glowing flora. The dark clouds that once shrouded dunkeln in complete darkness and blocked most sunlight have long dissipated. Nowadays the land is subject to the day/night cycle of the rest of the world. The wildlife either went extinct or adapted. While most of the dunelians have adjusted to the day/night cycle and have become day people seeing better in the light than their ancestors. Though this has come at a cost of losing their natural night vision. Some though are fortunate enough to be born with a rare mutation to see in the dark like their ancestors but at the cost of being able to see in the light. While the dunelians of the past were able to make up for this with magic, these days they no longer can. The same is true for the dragons of this continent.
These mutations had made those individuals quite the thieves for night raids on businesses and the like. The thieves guild of the city of schattenhugel managed to get a good number of these individuals in their employ allowing them to become the most prominent crime group in the city as their night raids became the stuff of legends. Those glory days are long past now as the guild has been in decline, replaced by the shwartz family gang. The schwartz in recent times have contributed to the guilds decline by getting the local government to crack down on them in addition to waging their own war. The death of their leader kurt cleves and the betrayal by johannes freiburg is when things really went downhill. the remaining members of the thieves guild either left, arrested or killed in the war with the schwartz. That is for everyone other than a group of stubborn holdouts.
These holdouts would keep operating for awhile until their hideout in the ancient dark dragons ruins was finally discovered. All known escape routes blocked by the schwartz and the law, the holdouts would have to venture deeper into the ruin than they ever dared before. Not only would they find an exit but they also may have found their salvation.
Play as an ancient dark dragon who has also just become the unofficial leader of the remnants of the schattenhugel thieves guild. Plan heists and raids. Relearn your powers of darkness and use them for your nefarious purposes whatever those might be. While fighting back against the schwarts gang rebuild the thieves guild to your liking whether that be back to thievery and that mischief or make them into something else of your choosing like assassins, or YOUR dark knights.
Sun over Delleau
The continent of Trendall, Once the home of the mighty light dragons. It hasn't changed much after the fall of the ancient dragons unlike other continents. It boasts temperate forests, grassy plains and meadows, rolling hills and on occasion some mountains
The duchy of delleau sits on the border of warring neighbors. It first served as a vassal state to velsar but was annexed by caltanry in the aftermath of their first war. Over the years and multiple wars it has changed hands many times. Throw in the ever present and active separatist movement and you get the situation of delleau. Though it has the potential to be a prosperous area, mismanagement and constant strife and violence have long kept it from any form of riches.
Delleau has long suffered but this year in particular doesn’t seem to be delleau’s. A new war has started with armies now trampling the land once again and outlaws are as plentiful as ever. In competition with the outlaws, a plague of wyverns who have been migrating to the duchy for no known reasons. A strange sickness that turns victims yellow ravages the land. Another sickness also has appeared but afflicts the dragons. Glow death, as its called, causes their eyes to glow and faint light to come from them as they slowly grow weak. Both eventually end in death for the afflicted and both appear randomly. To add to the mix, the gelliks, primitive being who lurk in the caves beneath the southern part of the duchy have recently emerged from their caverns and gone on the war path. And to top it all off, strange lights have begun appearing in forests along with a creature called the morlick. Many locals attribute the recent supernatural troubles of the region with this creature while others say its a messenger of doomsday.
Even with all this, there are those who still try to bring life and prosperity to this troubled region
In the middle of all this mess comes an ancient dragon awoken by a band of rebels taking refuge in old dragon ruins.
With the sun reflecting off your scales and a shine in your eye play as an ancient light dragon who has sort out the mess that is the duchy of delleau.
Bring prosperity to region that hasn’t seen it in a long time. Uncover the ancient magic from your time that is causing all the strangeness. Relearn your light magic powers to help you shape the future of delleau whether its “showing” bandits the light or investigating the morlick
sidenote: you will be able to choose which of the warring factions to side with whether it be one of the empires or the native rebels of delleau.
The Great Expedition
The continent of Arkirus, once the home of the electric dragons and covered by an eternal storm and fields of glowing crystals. The storm though has long since dissipated and the electric dragons gone. The people who inhabited this continent are thought to have died out as the magic that sustained the lightning storm and crystals also is what allowed organic things to live there. Those who stayed anyway, some of the surviving Arkirans migrated to other continent but mostly the islands surrounding Arkirus. Now Arkirus is known as the dead continent where no life grows and the bleak crystals are reminders of a time long ago. Not everything on this continent is dead though, there is a reason Arkirus was considered to have the most dangerous wildlife in ancient times and still is by some. Psyonic crystalline entities still roam the dead lands acting like guards, attacking organics who dare venture onto this continent.
While the electric dragons were the most prosperous and artistic of the ancient dragons, they are the ones scholars and archaeologist know the least about, the reasons being as stated above. Whether its the honor of saying you’ve been to Arkirus and survived, the thrill of adventure, plundering the wealth of unlooted dragon ruins or discovering more about the electric dragons many adventurers and explorers have undertaken expeditions and trips to the dead continent. Many of those that go are the descendants are arkirans, however the continent attracts explorers from all over the world.
The latest of these expeditions is searching for a rumored powerful artifact. They don’t find the artifact they’re looking for, they do find proof of its existence as well as some unexpected help. Now they set off deeper the mysterious continent in search of glory and the artifact.
Play as an ancient electric dragon who joins a merry group of adventurers and fortune seekers as they look for a treasure of your kind.
Discover your kinds fate and see whats become of your home continent.
Will you guide your companions to the treasure they seek, or use them, then let them die and take for the treasure for yourself.
The people on this expedition also happen to be some unique artists. Will you use your natural creativity and playfulness as a lightning dragon to help them out with other projects.
- Sands of Khebnas
- Shadowrise
- Sun over Delleau
- The Great Expedition
Players will be able to customize their dragon appearance but will be restricted by the racial traits of each dragon species in each story. Romance probably won’t be a “major” thing but some stories will have options.
You will also be able to choose a rider from the casts of non dragon characters each story if you wish to.
Constructive feedback or criticism on these ideas would be quite useful to me and appreciated.