Recently I binged the manga Dungeon Meshi / Delicious in Dungeon. It has a lot of cool things going for it, but one thing I enjoyed a lot was a smart world building take and deconstruction of the dungeoncrawling tropes. In that story, dungeons are magical locations that simply appear and have a process to how they change and grow and what role they play in the world.
This idea lets you skip a lot of the questions about why dungeons exist and why they haven’t been looted yet, or “how the hell did all these monsters get down here?”. On the other hand, it’s not quite a full Magical Underworld where everything is necessarily symbolic or dreamlike; the hard logistics of exploration matter too.
Anyway, I think the next time I run a dungeon crawl game (after Errant, some time down the line), I’ll use this set up for my dungeons and world building – Wandering Dungeons.
Dungeon Islands
Somewhere out in the ocean, a dungeon isle erupts from the sea. Well, no one has seen it happen, but they assume it must because they appear from seemingly nowhere. Unlike real islands, dungeon islands actually float and travel, however they ignore currents or waves, going in directions no one knows how to predict.
The island has the dungeon ruins and entrance, just there, somehow, already. The monsters and treasure, too.
Also unlike real islands, they can make landfall, and crush their way through the land, albeit at a slower rate, sometimes stopping in the same location for generations or slowly moving at a glacial rate or unnervingly fast in the “it wasn’t there yesterday” kind of fashion.
If left alone, monsters will come out.
The World and Wandering Dungeons
Most of the world looks upon them as disasters. Sometimes manageable ones, but sometimes not. Wandering Dungeons disrupt trade routes, have destroyed cities, or even plowed through palaces. (which is not quite the same as the disaster zone as a dungeon idea I wrote about recently)
If one must deal with a dungeon, the best kind stays in one place and the locals build a containment wall around it, sending in patrols once a month or so to beat back some monsters and keep it under control.
The general public sees them as dangerous but sometimes a good source of rare resources. They do not know the general rules of how a dungeon works or the structure of Beast, Regent and Ruler. People know sometimes someone can “kill” a dungeon and cause it to disappear, but it’s rare enough that just as many people believe that to be a myth.
Apparitions
Apparitions are people whose souls have been trapped by the dungeon and now manifest as solid beings here. They have full living bodies, except they need not eat, drink or rest to live. Apparitions have unresolved goals within the dungeon or feelings they’ve never worked through. They do not understand their situation, but are often willing to talk to, trade, or assist outsiders to the dungeon – often in exchange for doing favors for them. They seem to have a good sense for quiet, safe places in the dungeon.
Apparitions can be killed, however they cannot be brought back to life by the usual magics. After a year and a day passes, they will simply remanifest in the dungeon. A little bit less themselves and missing more memory. They’ll remember who attacked them, or general good feelings of friendship. That part they remember.
If one can resolve their issues AND the dungeon itself, their soul is freed. This happens rarely enough most people consider it a fairy tale.
The Beast
Within each dungeon is a monster not smarter than an animal at best, with terrifying capacity for destruction. These things are often the most dangerous thing to fight in a straight out battle, and often become the legend associated with any given dungeon.
The Beast may be thematically or symbolically tied to the nature of the dungeon; based on element or idea.
The Regent
The Regent is an Apparition who commands a large force within the dungeon and rules at least part of it. The Regent is intelligent, with an ambitious goal, however that goal may or may not be reasonable or possible to achieve. While the Regent will be aware a world exists outside of the dungeon, they have little interest in it, but may broker some kind of deal (“Deliver sacrifices to us and we’ll teach your followers a special spell.”). The Regent may not personally be the most dangerous intelligent threat here, but they have cunning and will deploy their forces accordingly.
The Regent might be aware of the Ruler, or be the reason they’re not in charge currently, or simply believe the Ruler to be a myth or fable. No matter what the Regent wants to maintain and grow their power base.
The Ruler
The Ruler is the spiritual heart of the dungeon. The Ruler is extremely magical, however they may not be aware of their own magical effects. The Ruler may or may not be cognizant enough to reason with or bargain with; they might be cursed to be a half worm monstrosity, they might be a mummified corpse, or they might be delirious trying to find their lost dragon child.
The Ruler is always an entity who is ailing in some fashion; they might be cursed, injured, or have an unfulfilled need. It will entail cleverness and maybe several steps in a quest to resolve their ailment, if one seeks to do so. Success will cause them to transcend from existence, usually leaving behind an artifact or granting a magical boon, and the dungeon will slowly Resolve.
Killing the Ruler will also Resolve the Dungeon but there will not be additional boons or treasure for doing so.
Resolving a Dungeon
When the Dungeon is Resolved, everyone inside or anyone who enters the Dungeon can sense the change and how long remains; by the end of 30 days, the Dungeon will close up and sink into the ground, never to be seen again.
Building A Wandering Dungeon
Outside
1) Start with deciding where the dungeon is in relation to a local town, village, capital, etc. and how disruptive it is to have it there. Do they have any containment on it?
2) How well understood is this Dungeon? Is it mapped at all? Are there any resources people know to seek out? Threats? Will you need to pay for a guide? A map?
3) The more well understood the dungeon is, the more the players will have to deal with potential rival groups also moving in the dungeon. It may be a point where violence or sabotage are being undertaken. Also it makes sense that there may be some groups who make a living by the dungeon continuing to exist; a party that disrupts too much of it, might be a threat to thir way of life.
Structure
1) Build or use an existing dungeon map. In the latter case you may have to adjust or reskin some things to fit with the next parts.
2) Decide where the safe areas are, and whether they have resources (fresh water, firewood, food, etc.) And then decide how many of them have Appariations.
3) Design Apparitions; NPCs who have unresolved goals or issues in the Dungeon. Some may provide useful services like healing or selling needed materials. Most are neutral a few are friendly, a few are devious and hostile. Their attitudes might change in play.
It’s very useful to think about how their issues may point to another part of a dungeon; one Apparition still seeks his missing brother in the lower levels, another has been looking for a book of magic and history, which can only be found in a library deep within.
Beast, Regent, Ruler.
Either create these characters and NPCs for your dungeon, or, if using existing materials, look to see if something or someone already fits the bill. Most dungeons are built with a few “boss type” monsters or NPCs and those might fit perfectly or be something you swap in.
The Regent commands other monsters, so if the dungeon doesn’t include intelligent or pack like creatures, you may have to swap some in in a way that fits the theme you’re going for.
Because these Wandering Dungeons are magical, the theme doesn’t have to fit with the ecology of the rest of the setting; if you want most aquatic threats in a dungeon in the desert, go for it.
Changes over time, Restocking
I usually like to think of changes or restocking happening over the course of a month or even a season or more. You can assume that if an area is cleared out, some other creatures might move in from another section. If a large threat, like the Beast, or Regent are taken out, then you can expect a lot more drastic changes, including possibly altering the path or the layout over the next few months. Or even having the dungeon slowly push it’s way to a new location in the world.
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