Dungeons: Difference between revisions

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Created a basic skeleton for people to expand on in #tavern-talk.
 
Transferred information from the document into a formally worded page.
 
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The archivists are in the process of documenting, please check back later...
== Overview ==
'''''Dungeons''''', sometimes called colloquially as ''pop-up dungeons'', are created by a drastic change in aether flow. As aether is displaced and accumulated in a centralized region, it creates a pocket in the environment. This condensation of aether is known as an ''aether rift''. This typically only occurs when one element is displaced erroneously and attempts to absorb another element. Dependent on the displaced element, changes in the surrounding regions are apparent, including those to the fauna and flora. The region may be unnaturally charged with said element and could be highly damaging to living species who are not aspected to it.  


== Overview ==
Due to the erratic nature of the dungeons and aether that causes them, it is also possible for smaller dungeons to spawn around a larger one, creating a chain link of dungeons and a particularly dangerous area to be present in. These dungeons are a consistent source of quests for Wayfarers, and their preferred method of occupying themselves. They are the responsible party for rating all dungeons based on their difficulty and contents with the sole exception of dungeons that spawn within corrupted bubbles. The [[Outerworld Division]] handles those.
The archivists will provide a brief description on what dungeons are and how they come to be.


== Types of Dungeons ==
== Types of Dungeons ==
The archivists will provide a brief description on the different types of dungeons and where they can appear.
There are currently four different types of dungeons rated by the [[Wayfarers' Division]].
 
* '''Basic dungeons —''' Multi-leveled structures with creatures and occasionally a boss monster at the end. Labyrinthine in nature and can have a range of difficulties, listed below.
* '''Trivial dungeons —''' Permanent dungeons stabilized by the [[Arcane Sciences Division]] and the [[Education Division]] for trainees and educational purposes. These are typically the "safest" ones to trek through, though without an educational supervisor, can be dangerous nonetheless.
* '''Vacant dungeons —''' A dungeon that has been previously raided or created with nothing inside. If not preserved into a ''trivial dungeon'', these vacant dungeons typically dissipate within five days of completion.
* '''Corrupted dungeons —''' Dungeons formed only inside bubbles from a [[monarch]] or [[sovereign]].
 
=== Difficulty Rating ===
All dungeons have a difficulty rating attached to them. Typically Wayfaring experts can deduce a dungeon's difficulty level by stepping into the entryway and observing the dungeon's aether flow.
 
* '''Trivial''' — Threat level 0 — Permanent dungeons stabilized by the Arcane Sciences Division and the Education Division for trainees and educational purposes. These tend to be previously explored ''Clear-Cut'' or ''Touchstone'' level dungeons.
* '''Clear-Cut''' —Threat Level I — The easiest type of dungeons, meant for beginner Wayfarers or as the first foray into field work for Wayfaring students. Sometimes also called idiot-proof, mostly by educators.
* '''Touchstone''' — Threat Level II — The most common type of dungeons by far, meant for Wayfarers with a little more experience than beginners. Considered the standard difficulty for most Wayfarers.
* '''Midpoint'''  — Threat Level III — as the name suggests it’s a midpoint between the both extremes. Not too difficult but definitely not a walk in the park.
* '''Hazard''' — Threat Level IV — The highest level of dungeons a dungeon can reach. Most excursions into these are done in groups of very experienced Wayfarers and may even request highly qualified and veteran Adventurers from other divisions to accompany.
* '''Corrupted''' – Threat Level V — Dungeons affected by corruption, only accessible to members of the Outerworld Division. Law corrupted dungeons are marked with a line from left to right, while whimsy corrupted ones are marked with a line from right to left. Adventurers remember which one is which by using the saying ''“Left for Law.”''
* '''Pitfall''' — Threat Level Unknown — Dungeons who despite multiple dives still couldn’t be properly categorized. Generally only open to Adventurers who can take on Hazard-level level dungeons due to their unpredictability. Often leaves room for recruiting veteran Adventurers from other divisions.


== Allowances ==
== Allowances ==
The archivists will provide a brief description on the protocol regarding entering and clearing dungeons.  
Dungeons secured and noticed by the Adventurers' Guild will require Wayfarers to show their Division-provided identification charm to posted officials before accepting a quest to a dungeon. There are typically three reasons why a person is allowed into a dungeon:
 
* '''Exterminating''' — Eradicating all creatures and boss monsters and draining excess displaced aether to stop the production of creatures.
* '''Gathering''' — Collecting resources found only within dungeons (flora, fauna, minerals, creature cores)
* '''Researching''' — Data gathering and compiling to report to the Arcane Sciences Division and Environmental Division.  


== Diving Helpers ==
== Diving Helpers ==
  The archivists will provide a brief description on companions that will be able to assist in dungeon diving.  
Companions that make the dungeon diving efforts easier. These can range from Adventurers of differing divisions or creatures that are attuned to assisting Wayfarers in their journeys.
 
* '''Wayfarers''' — Of course, the essential for any dive; clearing monsters, bodyguarding party members for non-combat/educational purposes, and getting down to the bottom of any dungeon.
* '''On-Call Medics''' — Members from the [[Contingency Division]] who are ready to assist as healers during missions if a Wayfaring healer cannot be contacted. They are indispensable on higher difficulty dungeons. At least one member of the Contingency Division is posted outside of Midpoint and above rated dungeons to help Adventurers decompress after exiting a dungeon, as wounds and stress may be too difficult for a single healer to handle.
* '''Captains and Scouts''' — In cases where the dungeons are located within bubbles, it becomes the Outerworld Division's responsibility to deal with them as they are the ones with the expertise when it comes to Law and Whimsy. Regular Wayfarers are not allowed to assist.
* '''Archivist Division Adventurers''' — In charge of documenting various dungeon dives, either posted outside the dungeon or brought along inside (documenting creatures, flora, loot, etc.), mapping out permanent dungeons. Their presence will turn the expedition into an extreme escort quest, though.
* '''[New canine creature]:''' a bloodhound-like pure-aether canine with bug features (antennae, proboscis, etc.) to sniff magic/aether. They can place a “magic marker” in various places that the canine can sniff out, acting like checkpoints the party can return to. They can also assist with dispersing and absorbing erroneous aether that caused the rift.
* '''[New insect creatures]:''' Crystal butterflies and/or fireflies kept safe in a mesh lantern to light the way and guide the party back to the surface to the “magic marker”. These insects can be aspected to different elements and have natural attraction towards them, following where they point to could lead to sources of specific aether (like water).


== Folklore ==
== Folklore ==
  The archivists will provide a brief description on various myths, folklore, legends, and superstitions that surround dungeon diving.
  The archivists will provide a brief description on various myths, folklore, legends, and superstitions that surround dungeon diving.
== Miscellaneous ==
* Anything can happen in a dungeon. Be prepared.
* Dungeons can create illusions or hallucinations, whether visual or auditory.
** Auditory hallucinations could be caused by wind aether messing up sounds.
** Poisonous plants or venomous creatures could also be a cause for these.
* There can be possible rescue missions for parties trapped inside of dungeons when a party has estimated the difficulty.
* Some special dungeons are recurring but on a long timer or consistent, which often leads Wayfarers to look forward to these dungeons as an event.
* A collaborative Google document created by [[User:KirbyAustria|KirbyAustria]] to help organize thoughts: [https://docs.google.com/document/d/11iI4q9o8stQ6WIen32PKTd468MIXLZXuFy99WzHi14c/edit?tab=t.0#heading=h.f9rfdjdsck8i <nowiki>[here]</nowiki>]

Latest revision as of 22:04, 18 November 2025

Overview

Dungeons, sometimes called colloquially as pop-up dungeons, are created by a drastic change in aether flow. As aether is displaced and accumulated in a centralized region, it creates a pocket in the environment. This condensation of aether is known as an aether rift. This typically only occurs when one element is displaced erroneously and attempts to absorb another element. Dependent on the displaced element, changes in the surrounding regions are apparent, including those to the fauna and flora. The region may be unnaturally charged with said element and could be highly damaging to living species who are not aspected to it.

Due to the erratic nature of the dungeons and aether that causes them, it is also possible for smaller dungeons to spawn around a larger one, creating a chain link of dungeons and a particularly dangerous area to be present in. These dungeons are a consistent source of quests for Wayfarers, and their preferred method of occupying themselves. They are the responsible party for rating all dungeons based on their difficulty and contents with the sole exception of dungeons that spawn within corrupted bubbles. The Outerworld Division handles those.

Types of Dungeons

There are currently four different types of dungeons rated by the Wayfarers' Division.

  • Basic dungeons — Multi-leveled structures with creatures and occasionally a boss monster at the end. Labyrinthine in nature and can have a range of difficulties, listed below.
  • Trivial dungeons — Permanent dungeons stabilized by the Arcane Sciences Division and the Education Division for trainees and educational purposes. These are typically the "safest" ones to trek through, though without an educational supervisor, can be dangerous nonetheless.
  • Vacant dungeons — A dungeon that has been previously raided or created with nothing inside. If not preserved into a trivial dungeon, these vacant dungeons typically dissipate within five days of completion.
  • Corrupted dungeons — Dungeons formed only inside bubbles from a monarch or sovereign.

Difficulty Rating

All dungeons have a difficulty rating attached to them. Typically Wayfaring experts can deduce a dungeon's difficulty level by stepping into the entryway and observing the dungeon's aether flow.

  • Trivial — Threat level 0 — Permanent dungeons stabilized by the Arcane Sciences Division and the Education Division for trainees and educational purposes. These tend to be previously explored Clear-Cut or Touchstone level dungeons.
  • Clear-Cut —Threat Level I — The easiest type of dungeons, meant for beginner Wayfarers or as the first foray into field work for Wayfaring students. Sometimes also called idiot-proof, mostly by educators.
  • Touchstone — Threat Level II — The most common type of dungeons by far, meant for Wayfarers with a little more experience than beginners. Considered the standard difficulty for most Wayfarers.
  • Midpoint  — Threat Level III — as the name suggests it’s a midpoint between the both extremes. Not too difficult but definitely not a walk in the park.
  • Hazard — Threat Level IV — The highest level of dungeons a dungeon can reach. Most excursions into these are done in groups of very experienced Wayfarers and may even request highly qualified and veteran Adventurers from other divisions to accompany.
  • Corrupted – Threat Level V — Dungeons affected by corruption, only accessible to members of the Outerworld Division. Law corrupted dungeons are marked with a line from left to right, while whimsy corrupted ones are marked with a line from right to left. Adventurers remember which one is which by using the saying “Left for Law.”
  • Pitfall — Threat Level Unknown — Dungeons who despite multiple dives still couldn’t be properly categorized. Generally only open to Adventurers who can take on Hazard-level level dungeons due to their unpredictability. Often leaves room for recruiting veteran Adventurers from other divisions.

Allowances

Dungeons secured and noticed by the Adventurers' Guild will require Wayfarers to show their Division-provided identification charm to posted officials before accepting a quest to a dungeon. There are typically three reasons why a person is allowed into a dungeon:

  • Exterminating — Eradicating all creatures and boss monsters and draining excess displaced aether to stop the production of creatures.
  • Gathering — Collecting resources found only within dungeons (flora, fauna, minerals, creature cores)
  • Researching — Data gathering and compiling to report to the Arcane Sciences Division and Environmental Division.

Diving Helpers

Companions that make the dungeon diving efforts easier. These can range from Adventurers of differing divisions or creatures that are attuned to assisting Wayfarers in their journeys.

  • Wayfarers — Of course, the essential for any dive; clearing monsters, bodyguarding party members for non-combat/educational purposes, and getting down to the bottom of any dungeon.
  • On-Call Medics — Members from the Contingency Division who are ready to assist as healers during missions if a Wayfaring healer cannot be contacted. They are indispensable on higher difficulty dungeons. At least one member of the Contingency Division is posted outside of Midpoint and above rated dungeons to help Adventurers decompress after exiting a dungeon, as wounds and stress may be too difficult for a single healer to handle.
  • Captains and Scouts — In cases where the dungeons are located within bubbles, it becomes the Outerworld Division's responsibility to deal with them as they are the ones with the expertise when it comes to Law and Whimsy. Regular Wayfarers are not allowed to assist.
  • Archivist Division Adventurers — In charge of documenting various dungeon dives, either posted outside the dungeon or brought along inside (documenting creatures, flora, loot, etc.), mapping out permanent dungeons. Their presence will turn the expedition into an extreme escort quest, though.
  • [New canine creature]: a bloodhound-like pure-aether canine with bug features (antennae, proboscis, etc.) to sniff magic/aether. They can place a “magic marker” in various places that the canine can sniff out, acting like checkpoints the party can return to. They can also assist with dispersing and absorbing erroneous aether that caused the rift.
  • [New insect creatures]: Crystal butterflies and/or fireflies kept safe in a mesh lantern to light the way and guide the party back to the surface to the “magic marker”. These insects can be aspected to different elements and have natural attraction towards them, following where they point to could lead to sources of specific aether (like water).

Folklore

The archivists will provide a brief description on various myths, folklore, legends, and superstitions that surround dungeon diving.

Miscellaneous

  • Anything can happen in a dungeon. Be prepared.
  • Dungeons can create illusions or hallucinations, whether visual or auditory.
    • Auditory hallucinations could be caused by wind aether messing up sounds.
    • Poisonous plants or venomous creatures could also be a cause for these.
  • There can be possible rescue missions for parties trapped inside of dungeons when a party has estimated the difficulty.
  • Some special dungeons are recurring but on a long timer or consistent, which often leads Wayfarers to look forward to these dungeons as an event.