A long time ago, before there was Ascalon, there was the kingdom of Constantine. They once had 3 princes, a Magi, an Alchemist and a Faithful. Their kingdom was growing poor. Using ancient magic and the mana from the full moon, they made the dungeons as a way to gain wealth. The dungeons are scattered across Gloricae, each nation at least having one dungeon. However, the dungeons are a dangerous place to be, tales of brave adventurers never returning. The Alchemist then decided that only the worthy may enter. Soon, the 3 princes entered the dungeon and came out victorious. They were bruised and somewhat bloodied, but they came back with large bags of gold and precious gems among other things. Their kingdom was no longer poor and only certain people can explore the dungeons.Directory:
- The Requirements
- The Structure
- The Trials
- The Riches
1. The Requirements
In order to even enter the Dungeon, the person first must own a Dungeon License. To get a license, they must enter a two-part exam to prove that they can survive inside a dungeon. The exam tests how well you can survive monsters attacks and manage your wounds and food supplies. It's normally taken in an Alchemist lab where they put you in a simulated dungeon. The simulated dungeon is somewhat slightly easier but you can only take it alone for the first part, so there is no one to back you up. This is also part of the exam which is to test your independence. The second part pairs you with another person who's passed the first test. The simulated dungeon is harder this time and requires cooperation between the two, which is the main objective. They'll need to watch each other's backs to reach the end of the dungeon, where they'll finally pass the exam and earn their Dungeon License. At the back of the license is the number to contact their next of kin.
2. The Structure
Each dungeon is placed somewhat oddly. Normally there's an entrance guarded by an outpost who'll request for your license. The entrances are normally placed inside a wall or underground. Inside, they'll find a large door with many old inscriptions, When the door opens, it'll open up a portal to lead to the main dungeon. The Dungeon itself is placed inside another dimension. It's a labyrinth and can take up many forms. No two instances are the same. There can be many corridors and rooms or there could be multiple floors. It can either be dark or bright, but it always seems to be the former than the latter. Once the door closes, there's no turning back. The portal leading outside closes and they're trapped in there. It's either reach the end of the dungeon or suffer a painful death. The architecture depends on where the dungeon entrance is placed at. Atristan Dungeons have a more castle-like rooms with stone walls, armors, weapons, paintings and torches. The dungeon normally ends at the throne room where the throne is replaced with a chest filled with riches. The dungeon of Ahdor is like a tomb, the walls are made out of limestone, which are inscribed with heiroglyphs and statues depicting kings and their reign, and the general area is sandy. The end is located at the resting place of the king, where their treasure and exit awaits. Exousian Dungeons are like a frozen keep. The area is made out of frozen steel and icy water is present inside the rooms. Hypothermia is a main threat in this dungeon. The end lies at a frozen cavern, which contrasts the icy keep. The last known dungeon are the Dungeons of Mecros, which is live a large underground tunnel, filled with caves, stalagmites, stalactites, crystals and ore. The end is located at a large cave where crystals are abundant, similar to that of the Crystal Chasm.
3. The Trials
Along with the huge amounts of monsters you'll be facing, there's the occasional trap scattered around the dungeon, from trip wires to room switching via magic. One could easily get separated from their members. Time is convoluted inside a dungeon. A person could spend an entire week inside the dungeon and it would be only a day outside. The duration of an expedition is uncertain, and supplies could run out by then. The area has no mana nor food or water. The mana inside a person regenerates slower compared to outside. The same goes for healing and wounds. There are no ways to contact the outside world as communication devices are disrupted. You can only contact the people inside the current dungeon. No one can exit nor enter from the entrance. The only way out is to complete the dungeon, or die. If the group hasnt exited the dungeon for a week for the outside world, the guards will contact their next of kin and tell them the bad news. One must understand the risks and consequences of the dungeons. However, there are rumors of imps who'll offer their services such as healing and supply replenishment. However, they're considered greedy and in return, they'll take around half of either the current items that you've gained from the monsters, or from the treasure.
4. The Riches
The monsters are made out of ancient magic. When slain, they'll turn into some form of mana and recombine to turn into an item, be it gold, gems, weapons or even armor. With the amount of monsters, a group must have a person who'll carry both their supplies and rewards. An A.P.S is useful in this situation, as they'll be able to carry even more items without burdening themselves. They just have to make sure it lasts as long as the expedition. At the end of each dungeon lies their goal, a large chest containing valuable treasure. It's theorized that a part of the monster's magic goes into the chest to create the gold and gems within. Once they've opened it, a portal will open behind them for roughly 5-10 minutes, leading them back to the entrance. That's more than enough time to carry the chest through the portal. Upon exit, the dungeon will begin to collapse before reforming itself, changing its layout for new adventurers to either earn their prize, or meet their end.