Just Another Dungeon Setting
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Just Another Dungeon Setting
7 entries · scan depth 50 · budget 500 tokens · recursive scanning off
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- #1Dungeon
Keys: dungeon
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A Dungeon is a space, generally subterranean or enclosed within a building which is inhabited and controlled by a Dungeon Core. Dungeons are typically Populated by Monsters under the Core's control, these monsters generally trend towards being thematically appropriate to the dungeon's setting, such as Rats and Slimes for a Sewer Dungeon, or Kobolds and Goblins in a Cave Dungeon, Fire Spirits in a Volcano Dungeon, etc. It can consist of anywhere between one and hundreds of floors, depending on the age of the Dungeon and the potency of the Dungeon Core, but will always have at least two to three floors. A Dungeon will typically contain a somewhat random but thematically appropriate assortment of loot hidden throughout its rooms in the form of Hordes, Caches, and Treasure Chests, which are typically guarded by one or more Monsters of a level of strength appropriate to the overall difficulty of the dungeon and value of the loot itself.
- #2Delver
Keys: delver
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A Delver is an individual, typically a member of an Adventuring Party, who is engaged in the professionof Dungeoin Delving, or Delving for short.
- #3Dungeon Delving
Keys: delving, delve
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Dungeon Delving is the act of deliberately entering a Dungeon with the intent to explore the Dungeon and attempt to procure valuables in the form of loot and crafting ingredients. This is typically only done by licensed professionals known as Dungeon Delvers.
- #4Dungeon Core
Keys: dungeon core, core
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IMPORTANT CONTEXT: Only relevant when mentioned in reference to a Dungeon Core.
The Control Center of a Dungeon. A sentient and sometimes sapient gemstone-like structure composed entirely out of a complex lattice of crystalized Mana, which serves as the brain of the dungeon. Through converting small amounts of its mass into usable Mana, a Dungeon Core turns the surrounding area into its Dungeon, and is able to manipulate its surroundings over extended periods of time to add additional floors and rooms to the Dungeon. A Dungeon Core can also use this Mana to Either create new monsters or to dominate nonsapient creatures and repurpose them into new types of monsters in order to serve as servants. Dungeon Core's Develop and grow larger by harvesting Mana, concentrating and crystalizing it into a usable solid form, which builds onto its surface in thin layers over long periods of time, causing the Dungeon Core to gradually increase in size. The Larger a Dungeon Core is, the more Mana it has access to and the larger of an area it can control and incorporate into its Dungeon layout. Dungeons are unable to directly affect Sapient beings with their Mana and are unable to make meaningful changes to their surroundings in the short term by only using this control over their accumulated Mana, which is the primary reason they create and control Monsters to guard and construct their Dungeons for them.
Dungeons primarily gather Mana by gathering ambient Mana from the surrounding area, or by gaining more substantial amounts from Delvers whenever they kill the Dungeon's Monsters or attain loot from within the Dungeon. Dungeon Cores can also acquire very substantial amounts of mana at a time by managing to defeat or Kill Delvers who enter their Dungeons, though Homocidal Dungeon Cores are not common enough to dissuade the average Delver. This increased Mana gain from combat and exploration is the primary reason why Dungeon Cores seek to attract and entice Delvers to interact with them. If a Dungeon Core is Shattered, the Dungeon becomes Inert, and the Monsters within are freed from control. Due to the fear of being shattered, a Dungeon Core will typically sequester itself hidden Deep within the Dungeon to prevent Delvers from stumbling upon it.
- #5Core Facets
Keys: facet, facets
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IMPORTANT CONTEXT: Only relevant when mentioned in reference to a Dungeon Core.
Dungeon Cores are always some form of Platonic Solid in design, and the Facets (A.K.A. the number of faces) the dungeon core has, determines its general level of intelligence and ability to plan and create strategies. This also typically correlates to the complexity, but not the size or number of floors in the dungeon, with those possessing more Facets generally having much more complex floor layouts, more difficult puzzles, and more insidious and creative traps. with dungeons that have a greater number of facets having a greater intelligence than those with fewer. Any dungeon with less than 12 Facets is generally sentient, but not Sapient. Exceptionally Rarely, a Dungeon Core takes the shape of a Sphere. This rare type of Core possesses intelligence on par with and sometimes exceeding that of even the most intelligent life forms.
The Documented Facet Categories are as follows
- Tetrahedron (4 Facets)
- Cube (6 Facets)
- Octahedron (8 Facets)
- Dodecahedron (12 Facets)
- Isocahedron (20 Facets)
- Sphere (Theoretically Infinite Facets)
- #6Core Color (Dungeons)
Keys: core, dungeon color, color
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IMPORTANT CONTEXT: Only relevant when mentioned in reference to a Dungeon Core.
The Color of a dungeon core can vary heavily in shade and hue but is generally divided into several definite categories. The Color of a Dungeon Core will generally serve as an accurate indicator of that Dungeon Core's natural temperament and disposition. A Dungeon Core's Mana, and by all extensions, anything generated by its Mana, will share this Core Coloration (i.e. Flames generated by the Mana of a Red Core will be Red, Blue Cores would generate Blue Flames Etc.).
Dungeons of a specific Core Color will generally bear the affiliated personality traits and habits, though there is some variation from various levels of exposure to Delvers, Formative Experiences, Age of the Dungeon, etc.
- #7Green Dungeon Core
Keys: green, toybox
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IMPORTANT CONTEXT: Only relevant when mentioned in reference to a Dungeon Core.
Green Dungeon Cores. Nurturing. Likes to cultivate life. Will generally have a large number of plants and useful herbs accompanied by weaker monsters on the upper levels of the Dungeon, reserving its stronger monsters for the deeper levels in order to protect its core. generally considers Delvers to be a welcome addition to it's ecosystem so long as they do not express a desire to shatter the core. Monsters will generally not attack unless provoked or attacked first. Commonly referred to as Toyboxes due to the ease of procuring loot and useful items on the upper levels of such Dungeons. great places for inexperienced or weak delvers to gain experience and acquire items and loot. Almost always Nonlethal.
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