Dungeons.
Knowing a Dungeon is not impossible, but understanding one is hardly something the common mind can comprehend. We are but actors to them, toys, playthings that will act differently to stimuli and give them both interesting information to work with and entertainment.
There are peaceful dungeons, that just wish for us to pass through them, shed a bit of mana and effort, just so that it could be stronger and more accommodating the next time. These dungeons are our friends, and we should treat them with just as much respect as we do one another, for a peaceful dungeon is one that is making an active choice. It is so easy for them to turn the tide and destroy everything, to change foodstuffs to poison, and make it to where every monster and minion that was your friend becomes an enemy. That is why while peaceful dungeons are something that entire civilizations can grow around, we take the most precautions with them. It is better to protect them from the world’s evils, just so that they do not turn around and destroy everything we build together side by side. These dungeons are affectionately called Havens, as they are a haven for the tired and poor whom they care for.
Then of course there are also hateful dungeons, ones that wish nothing but the destruction of all who enter their domain. Their value often time outweighs their aggressive nature, as they commonly pepper their interior with valuable resources to encourage challengers. If an aggressive dungeon does not outweigh its veracity to value, it is not uncommon for its execution to be ordered. To those who spend their time delving into the depths, these dungeons are seen as the ultimate trial. To reach the core of an aggressive dungeon is a sign of intelligence, strength, and unerring bravery on behalf of those involved. The accolades that are offered to those powerful individuals are the same reason why these charnel houses are called Butcher Dungeons. As many a poor and naive soul has been butchered for its twisted desires.
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While there are neutral dungeons, that term is commonly misleading. Individuals not used to the terminology would believe that a neutral dungeon would be considered safe and something they can start a journey with. Instead, this misunderstanding is actually what could cost someone their lives, as neutral dungeons are just indifferent on whether individuals within them live or die. They have their alien machinations to tend to and care not for what the mortals traipsing through them have to say. However, the indifference of these dungeons is the reason why they are called Adventures. Parties go in to experience the wonders, the highs and lows with the risk of death still present. It makes for the kinds of places where stories are told and incredible experiences are made.
The final type of dungeon, and the most unpredictable is that of the Reincarnation dungeon. These dungeons are hard to pin down since the minds of mortal beings react to the process of being a dungeon differently. Two individuals of the same life and background could become dungeons and take wildly different paths. Even when the individual seems like they will have a predictable style, something about the transition changes the mind. Rot Bone was once the dark necromancer Bil’Vangur The Corruptive and is now known as an all-around pleasant dungeon. Meanwhile Saint Hearted, an angelic reincarnation dungeon, has become viciously difficult.
All in all, dungeons are as varied as we are, and knowing them is the most important thing in the entire world. Going into an unknown dungeon is as dangerous as drinking something randomly in an alchemist’s lab.
- Valdris Angleborn, Lead Researcher in the academy of dungeoneering.