Burrows

None have ever discovered, for absolute certain, the origins of these smooth, winding tunnels in the earth. No animal will make them their home, and these tunnels lead nowhere for miles and miles. Some have become forever lost within their twisting passages, and those who returned have found no cause or function for them. They are, and remain, for now, a mystery.

BACKSTORY

These are the homes of the most ancient dragons, built as Gordian knot mazes in three dimensions, and trapped heavily as one actually approaches a dragon’s den.

Every Burrow entrance in the entire world actually all lead to one mammoth interconnected passage, linked together underground and bisecting caverns, dungeons and many other underground areas. Dragons are essentially all asleep at all times, but a lucky and strong enough character may just wake one u

Burrows exist from the Age of Dreams onwards.

BUILDING

It’s tempting to build these using a hex or grid map, but in fact the most effective way to convey the sense of mind-bending, dimension-twisting confusion generated by these passages is to use something more like an old Zork map - a map where sometimes going west after having gone east doesn’t actually send you back the way you came, and where heading north doesn’t always take you north.

I highly recommend twine.io as the tool for building Burrows for two reasons; one, it’s very easy to create links back and forth in externally nonsensical loops which allow you to retain order but your party to remain puzzled; and two, you can embed encounter content in each of the destinations

TODO: attach a sample Twinery output for a Ref to see an exemplar of a Burrow