Dungeons
Dungeons are places where prisoners are locked away, forgotten about by the outside world, and possibly tortured. While real world dungeons were typically small and may have only been a single dungeon cell or oubliette, the dungeons of fictional worlds are often sprawling underground complexes containing a network of dungeon cells, hanging cages, torture chambers, and small guardrooms. They often serve as the basis for game dungeons. Dungeons are home to dungeon masters, executioners, prisoners, guards, and rats.
Synonyms: cells, holding cells, prisons |
Example Mythonyms: the Lower Dungeons, the Dungeons of Castle Wightmire |
Designing Fictional Dungeons
Archetypes
Overview
Fictional dungeons are often dark and foreboding places. Full of the screams of prisoners, the constant drip of water from the damp walls, and the sound of jangling keys as guards patrol the dimly lit corridors. Escape is central to any fictional dungeon. Dungeons are built foremost to prevent any escape while narratively escape from the dungeon is often critical for any story involving them. Designers often go to great lengths to create dungeons where escape is all but impossible (making any narrative escape all the more compelling).
There may be shackles, bounty posters, and torches on the walls. Skeletal remains and bloodstains may be scattered nearby.
World Location
While most commonly located underground, fictional dungeons can be found in other locations such as mountaintops, islands, floating rocks, or even different dimensions. These remote locations can complement other elements ensuring no prisoner escapes. In addition, fictional dungeons are often found under castles, old manors, ancient temples, evil temples, cult lairs, and in ruins. Dungeons located in tall towers or other unusual locations may provide unique game and narrative opportunities.
Layout
Fictional dungeons are often organized with a single entrance or exit. Dungeon cells are located at the deepest section of the dungeon. In between the cells and the exit are any number of locked doors, guardrooms, traps, or other obstacles preventing escape. Fictional dungeons may rely on terrain features like chasms or lava rivers and combine them with perilous bridges or drawbridges as additional obstacles.
Problems & Solutions
If a world has magic, super powers, or fantastic abilities, dungeon cells alone may not be enough to contain powerful prisoners. Worldbuilders may need to incorporate anti-magic solutions for this problem.