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Guidebook for Dungeon Exploration - Theory (G26)
- For the version of the book outside Generation 26, see Guidebook for Dungeon Exploration - Theory.
In-Game Library
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Obtain From | Generation 26 "Clues Close to Home" |
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Tradability | Untradable |
Other Servers | KR JP TW CN |
- Guidebook for Dungeon Exploration: Theory -
Volume 1: Theory
1. Introduction
2. What are Dungeons?
3. Dungeon Structure
4. Dungeon Traps
5. Dungeon Boss Chambers
Volume 2: Practicum
6. Tips on Exploring Dungeons
7. Preparing for Dungeon Delving
8. Advice on Party Composition
9. Conclusion
1. Introduction
There are two types of people in this world: Those who risk life and limb to explore dungeons in search of ancient mysteries and treasures, and those content to remain in their comfort zone, laughing at such absurdities.
Not that those people might not make some valid points, but lumping everyone interested in dungeon delving as greedy adventurers only in it for the loot is, frankly, harmful stereotyping. As with many things in life, the maxim "Don't knock it till you've tried it" holds true here. If you've never plumbed the depths of a dungeon, pulse racing, how can you really criticize those who have? After a lot of time mulling over my experiences, I felt compelled to record what I've learned from my time dungeoneering so that anyone who's curious can get a better understanding of what it's all about.
Exploring dungeons isn't a meaningless endeavor, and it doesn't have to be TOO dangerous, like young folks sometimes say. People from many different nations and continents have long considered exploring dungeons to be a rite of passage into adulthood--a test of one's physical and mental fortitude.
I wrote this book not only for the brave, but for those who simply wish to better understand dungeons. While I originally intended it as a single volume, I ended up compiling such a substantial amount of information that couldn't be left out that I ended up dividing the content into two volumes. The first deals with the theory behind dungeons and their exploration, while the second covers the practical realities of dungeon exploration. I suggest reading them in order to lay a solid foundation for your understanding of dungeons. If, after reading the first volume, you find yourself interested in taking the plunge, that's when you can proceed to the second.
But even if you never crack open the second volume, I hope that this book serves to challenge and even mend the negative perceptions many people have long held about dungeons.
May wisdom ever be your guide
- Zackeus
2. What are Dungeons?
Let's begin with the most basic of questions: what ARE dungeons? Dungeons and caves may seem similar, but strictly speaking, they're not the same thing.
Even before the great battles of Mag Tuireadh, there was an urgent need for a means to protect women, children, and the elderly from plagues and monsters. The solution developed to address this need was the construction of underground hideouts. First constructed by the Nemedian people, they were collectively known as the "Rath."
In the old tongue, a "Rath" referred to a stronghold or fortified palace. However, when the Nemedians clashed with the Fomors, there were many occasions when it became necessary for the king to retreat to a safe location. In time, the concept of a Rath changed to that of an all-encompassing fortress: fortifications at the ground level, as well as a subterranean shelter.
At a broad structural level, the most useful type of Rath is like an inverted tower that stretches deep beneath the earth. The interiors of these spaces are most often mazelike, with physical and magical countermeasures put in place to guard against Fomor intrusion and confuse any intruders. Needless to say, the construction of such structures was extremely difficult. Some historical records speak of people summoning magical creatures to aid in the rapid construction of the Rath during mankind's war with the Fomors.
Many of the Raths began in places where networks of natural caverns already existed, which gave rise to later generations' confusion about the difference between dungeons and caves.
As the Raths were continually built and expanded for years using means both physical and magical, their labyrinthine depths became so enormous that there were reports of people getting lost within their darkened corridors.
In time, the Raths reached such a degree of complexity that they were no longer considered a convenient form of shelter. To ease their navigation, the people constructed Goddess Statues at the entrace[sic] to each Rath that could swiftly convey one to a particular area within it. These statues were created in the image of the goddess of vengeance, patron of warriors, and statues in her likeness were also placed all throughout the Raths in different locations. I'll go into greater depth on these statues later, but in short, the Goddess Statues and the altars were designed as a means of conveyance.
There has been resurgence of interest in dungeon delving of late, as explorers began discovering monsters in their depths unseen since the great battles of Mag Tuireadh.
It has been confirmed that some of these monsters were used by the Fomors during the war and, although they make no attempts to venture outside the dungeons, they pose a clear threat to anyone who might enter there.
At present, it appears that the magical power used to create these dungeons is having unintended side-effects that may pose a threat to any settlements built near the old Rath. A desire to discover the truth of things is one of the reasons brave men and women have ventured into these places.
The strange effects of the magic that caused these once-secure strongholds to become "dungeons" seems to have affected locations across Erinn. Many towns have restricted entry to dungeons, and some have even gone so far as to seal up the entrances. Some towns have even seen a decline in population as people leave in search of a safer place to dwell.
However, leaders, scholars, and even druids are in agreement: we must discover how the old Raths became dungeons, and how monsters came to inhabit them.
3. Dungeon Structure
Before continuing, let's briefly touch on the structure of dungeons, and how to enter them.
The first thing you'll see when you enter a dungeon is a large chamber, colloquially known by adventurers as the "lobby." Surveying the room will reveal a few common elements no matter the location. The centerpiece is a large statue of a goddess holding a sword. Almost anyone in Erinn would immediately recognize the figure depicted as Morrighan, goddess of war and vengeance. She leads the Badhbh Cath, a trio of war goddesses, and it's widely believed that she will empower any who ask for her protection.
Goddess Statues bearing this figure are placed throughout the dungeons. It's believed they were made for those who had to retreat into the Raths during the era of the Battles of Mag Tuireadh as a means o[sic] petitioning the goddess for her aid.
Each dungeon has, in its lobby, a low altar platform before the Goddess Statue. If you offer an item upon the altar, you'll be transported to the site of another statue deeper within the dungeon. None have discovered the means through which this is accomplished. Even accomplished wizards who have traversed the dungeons have offered only the insight that it is some arcane sorcery unknown to man--and even that remains just educated conjecture.
Should one offer something upon the altar, they will be whisked away by the Goddess Statue's mysterious power to another place entirely. Anecdotal evidence suggests that the particular area within the greater dungeon and the complexity of its winding tunnels are determined by the item one places on the altar.
But this teleportation into the dungeon's depths is merely the beginning of your delving. Once you've been transported, you're free to strike out and explore the winding passages for yourself. If you wish to exit the dungeon for some reason, you have but to return to the Goddess Statue and touch it to be transported back to the lobby.
4. Dungeon Traps
The interiors of dungeons vary, but generally consist of numerous stone chambers, connected by corridors of varying lengths. In each chamber, one will often find a treasure chest or artifact. However, the unwary adventurer who touches them without caution invites only trouble, for many of these objects are traps conjured through magic. This begs the question: why are there traps in places designed to serve as shelters and strongholds?
Some scholars maintain that these traps were designed to fend off any monsters that might make their way into the tunnels. Some dungeon explorers dispute this theory, however, on the basis of the fact that the traps themselves summon monsters. A more convincing theory is that the excessive use of magic used to create the Rath had unintended side effects that began to emerge only later. This seems believable, considering they were created in during the era of the Battles of Mag Tuireadh.
To briefly recapitulate, the places we now know as dungeons were created as underground strongholds in which people might take shelter from Fomors and monsters. However, after the era of the wars, these places were left vacant even as the magic used in their creation persisted. After many years, this residual magical energy began to grow and evolve, with the emergence of monsters and traps serving as manifestations of this unexpected aberration.
No book on dungeons would be complete without a brief discussion of the traps one must watch out for. While it's possible there are traps yet unknown, I'll cover some of the most common.
Trap 1: The Four Orbs
As you explore dungeons, you'll quickly learn that the doors connecting the chambers are usually locked. These doors are extremely heavy and nigh-impossible to lift or batter one's way through, but in some chambers, you'll see pedestals in the corners of the chamber, each holding aloft an orb. One of these orbs, when touched, will open the door.
Each decorative pedestal appears identical in form, but all are switches. The deception lies in the fact that only one will open the door--the other three, if touched, will summon monsters into the chamber.
It's likely the people of the era had some special means of telling which was the correct orb, but it basically impossible for most adventurers to figure out. If you come across a room with the four orbs, try closely observing them to see if you can find any clues. But if you do that and you still don't see any difference, well...take your best shot, and be prepared for a fight.
Trap 2: Treasure Chests and Mimics
Another common sight for any dungeon delver is treasure chests. Still, as much as you might be itching to crack them open, exercise a bit of caution, otherrwise[sic] you might find yourself being chewed on by a Mimic before you know it.
Mimics are creatures that take up residence within empty treasure chests. If one tries to open a chest in which a Mimic dwells, it will attack without delay.
People can be blinded by greed, and it is in those moments where an avaricious adventurer may fall prey to a Mimic. But having been forewarned by reading this book, I'd expect you to exercise greater caution, dear reader. You usually won't find legitimate treasure chests all grouped together in one chamber. If you happen to see a bevy of chests lying around, be on your guard, as you may have to pop a few open to get at a key.
Trap 3: Magically Trapped Treasure Chests
What about those times when a chamber holds but a single treasure chest? Surely THAT is safe, right? Most likely, this is not a Mimic, but that doesn't mean one can afford to be careless, as it may well be another sort of trap meant to catch adventurers unawares.
In fact, this is perhaps the most common trap seen within dungeons, but there's no way to distinguish it by appearance alone. This is known among dungeon delvers as a treasure chest trap. When opened, a dormant spell will be triggered. This spell will close all the chamber's doors and summon monsters right into one's midst. Until your party defeats the very last monster, the doors will remain sealed tight, making egress impossible.
There is, however, an upside to this trap. Once you defeat all the monsters summoned by the trapped chest, you'll obtain a key. This key will open a sealed door of a matching color somewhere else in the dungeon.
If one comes across a sealed door and sees no mechanism present by which it might be opened, chances are that the key to that door lies hidden within a treasure chest trap as-of-yet unsprung.
5. Dungeon Boss Chambers
After having passed through many chambers and many traps, one will arrive at the boss chamber. In truth, these bear no special label, but for the purpose of classification, adventurers have taken to referring to these rooms by that name. Standing outside them, one cannot help but notice their unique doors, sealed by thick chains and a heavy lock. Should you see that, you will know you have reached the lair of one of the dungeon's more powerful monsters. As with other doors in the dungeons, you'll need to break the seal in order to gain entry. Once you do, you'll likely face down a foe or foes more dangerous than any you fought on the way. To defeat them may prove a challenge, but a party that emerges victorious can discover rewards of considerable worth. For the true adventurer, the adage "Nothing ventured, nothing gained" is apropos here. Still, don't forget that when delving into a dungeon, thorough preparation can mean the difference between life and death.
But how does one best prepare to challenge the unknown? This question is the focus of the second volume, intended as a practical guide for those interested in exploring dungeons.
(Continued in Vol. 2: "Guidebook for Dungeon Exploration - Practicum")
Trivia
- The highlighted letters in this book spell out the word M-O-M.