%%%%
Dungeon

It is still a mystery how this bizarre place was created. Some claim that it is
the playground of bored gods, whereas others maintain that it was shaped by all
kinds of species who fled the overworld and shunned the light. No matter what
its origin, this deep cavern is filled with riches unheard of as well as with
ample dangers to any intruder. Few have escaped alive, and even fewer have kept
some sliver of sanity sufficient to tell the tale.

The dungeon is 15 levels deep, but, honestly, this is only the beginning.
%%%%
Temple

The Ecumenical Temple is a place of peace and refuge from the insanity of the
dungeon. It usually contains altars to most of the known gods. It is located
between the levels 4 and 7 of the main dungeon.
%%%%
Orcish Mines

The well-worked goldmines of the orcish tribes are filled with orcs, their
humanoid labourers, and piles of their freshly mined gold. Enterprising
merchants have set up trading posts to help relieve the orcs of their auric
burden. The haphazard manner in which orcs tend to dig their mineshafts has
resulted in a complex and treacherous tangle of chambers in which it is easy to
get trapped.

The Orcish Mines are four levels deep and contain the entrance to the Elven
Halls.
%%%%
Elven Halls

Whereas most elven folk would never move into a dark subterranean complex like
this, the deep elves did. Their halls are filled with riches, but any
passers-by should be aware of the legendary magical prowess of this species.

The Elven Halls are three levels deep.
%%%%
Lair

Most adventurers find the Lair of Beasts to be an exciting change of climate.
And indeed, there is something to be said about getting gored, mauled and eaten
rather than sliced, burnt or stabbed.

The Lair is eight levels deep and contains the stairs to three more branches.
%%%%
Swamp

A swampy wasteland, the Swamp is filled with ooze, muck, flies and large
slavering carnivorous monsters.

The Swamp is five levels deep and contains the decaying rune. A dungeon
features only one of the Swamp and Shoals branches. If the Swamp is present,
the entrance is located between Lair:3 and Lair:6.
%%%%
Shoals

The exotic underground beaches of the Shoals make up a few small islands in a
seemingly endless sea. The merfolk have made it their home, alongside many
dreaded sea creatures.

The Shoals are five levels deep and contain the barnacled rune. A dungeon
features only one of the Shoals and Swamp branches. If the Shoals are present,
the entrance is located between Lair:3 and Lair:6.
%%%%
Snake Pit

The corridors of the Snake Pit are home to all varieties of serpent, and are
inhabited by a society of powerful nagas and salamanders.

The Snake Pit is five levels deep and contains the serpentine rune. A dungeon
features only one of the Snake Pit and Spider Nest branches. If the Snake Pit
is present, the entrance is located between Lair:3 and Lair:6.
%%%%
Spider Nest

The crumbling, web-choked caverns of the Spider Nest are packed with poisonous
arthropods and assorted creepy-crawlies.

The Spider Nest is five levels deep and contains the gossamer rune. A dungeon
features only one of the Spider Nest and Snake Pit branches. If the Spider Nest
is present, the entrance is located between Lair:3 and Lair:6.
%%%%
Slime Pits

The Slime Pits are the amorphous realm of acids, jellies and slimes. Any trace
of intelligent beings has long been dissolved. Still, there are rumours of
great treasures deep down, hidden safely away in secret chambers without door
or window for acid to leak in. It is well known that even the walls of this
horrible place are dripping with painful acid, growing more caustic as you
descend.

The Slime Pits are six levels deep and contain the slimy rune. The entry is
between Lair:6 and Lair:8.
%%%%
Vaults

Possibly constructed by some powerful madman, the Vaults are said to be home to
great treasures. The blood spattered liberally around the entrance suggests
that there is a certain amount of violence, too.

The Vaults are five levels deep and contain the silver rune, as well as the
entrances to two more branches. They can only be entered while carrying at
least one rune of Zot. The entrance can be found on either level 13 or 14 of
the main dungeon.
%%%%
Hall of Blades

Once upon a time, all the daggers and axes and polearms would gather at night
and dance the waltz, dreaming of battlefields void of man and beast. That time
is no more, yet the weapons still remain in the Hall of Blades.

The Hall of Blades is a single level and can be found on either Vaults:3 or
Vaults:4.
%%%%
Crypt

The Crypt is a huge repository for the ancient dead. The air is chill and
fetid, the walls cold and damp. Bones are strewn liberally everywhere and the
whole place resounds with the keening of the unquiet dead.

The Crypt is five levels deep, and contains the entrance to the Tomb. Its entry
is either on Vaults:2 or Vaults:3.
%%%%
Tomb

The Tomb of the Ancients is a place of damnation, of horrors animated by the
vilest necromancy. The list of those who have returned from this place of pure
death is exceedingly short.

The Tomb is three levels deep and contains the golden rune. Its entry is either
on Crypt:2 or Crypt:3.
%%%%
Hell

The hallway to the four hells is guarded by Geryon. The Vestibule of Hell
contains portals to Dis, Gehenna, Cocytus and Tartarus.

Portals to the Vestibule of Hell are found abundantly in the Depths.
%%%%
Dis

Who will stand the test of iron?

Dis is seven levels deep and contains the iron rune. It can be accessed via the
Vestibule of Hell.
%%%%
Gehenna

Gehenna is a realm of flames, lava and hellfire.

Gehenna is seven levels deep and contains the obsidian rune. It can be accessed
via the Vestibule of Hell.
%%%%
Cocytus

Cocytus is a grim and frost-bitten wasteland.

Cocytus is seven levels deep and contains the icy rune. It can be accessed via
the Vestibule of Hell.
%%%%
Tartarus

Tartarus is a decaying netherworld. Over time, the undead, demons and devils of
this place drain the life from any who dare to enter.

Tartarus is seven levels deep and contains the bone rune. It can be accessed
via the Vestibule of Hell.
%%%%
Zot

The Realm of Zot is a region of the dungeon that is so terrifying, so full of
madness, frenzy and lunacy, that it has been locked securely against random
trespassers. Only the most demented adventurers would dare gather the required
keys, break the seal and penetrate deeper — all in the vain hope for a fabled
artefact no one has ever laid eyes on before.

The Realm of Zot is five levels deep and can only be entered when carrying at
least three runes.
%%%%
Abyss

The Abyss is a truly bizarre place, ever-changing and twisted. It is filled
with all sorts of monsters, mostly of demonic nature, whose common aim is to
feast on intruders. It is also the garbage dump for many sorcerers, who delight
in sending would-be champions like you to these proving grounds of madness.
Reportedly, there is some structure to the chaos, as Lugonu seems to concoct
schemes around this place and its denizens.

The Abyss consists of five infinite levels. The abyssal rune can be found from
the third level onwards, and is more common at greater depths. The Abyss can be
purposefully reached through portals in the Depths. Portals back to the dungeon
are scattered throughout the Abyss, and are found more commonly at greater
depths or while carrying the abyssal rune.
%%%%
Pandemonium

Pandemonium is an infinite realm of pain and suffering. While there are many
treasures to be found within, they are guarded by cruel demons and even
crueller demon lords.

Pandemonium is endless. Portals there are found abundantly in the Depths. Note
that getting back might be more difficult.

No fewer than five runes can be found in Pandemonium:
 • a fiery rune in the well-heated realm of Cerebov
 • a glowing rune in the contaminated domain of Mnoleg
 • a magical rune guarded by the arcane powers of Lom Lobon and his minions
 • a dark rune in the shadowy abode of Gloorx Vloq
 • demonic runes exist in multiple copies, owned by less famous lords
%%%%
Ziggurat

A ziggurat is a strange tower constructed of twenty seven levels of
incrementally larger combat arenas, each containing greater wealth and even
greater danger than the last. Beware, for a ziggurat is not a place for the
faint of heart: even the bravest and most skilled adventurers have met their
ends in one. While a portal to safety will be present on every level, once
left, a ziggurat cannot be re-entered.

It can only be entered when carrying at least three runes of Zot.
%%%%
Labyrinth

The labyrinth is a large, complex maze designed by subtle and malicious minds
for reasons long lost to history. Old stories say that the labyrinth was
constructed as a prison for a fearsome minotaur. More recent stories say this
beast dwells there still, guarding the labyrinth's sole exit — as well as a
hoard of treasure taken from the bodies of the foolish adventurers who got lost
inside and starved to death. Take care inside the shifting, twisting passages
of this labyrinth, or your own possessions may end up in the minotaur's
treasure pile.
%%%%
Bazaar

While some merchants set up shop in the dungeon, others travel in caravans from
place to place. The bazaars of these intinerant traders feature a number of
different shops and often have better stock than the sedentary ones, sometimes
even at a bargain.
%%%%
Trove

Once upon a time, an enterprising thief and wizard created a system of portals
leading into the secret treasure troves and chambers of the rich. Too scared to
loot them himself, he instead charged an extortionate fee for entry to anyone
who wanted to rifle through them. A clever artificer, he designed his portals
to direct the entrant to the trove most suited to their needs.

The items inside this trove are likely to be useful, but beware: the wizard is
long dead, and even while alive he never offered a money-back guarantee.
%%%%
Sewer

Every inhabited place needs to dispose of its waste products. The Dungeon too
has its stinking sewers and drains, full of filthy water and ignored by most
but used as hideaways by the disgusting and the desperate. Old tales speak of
dangerous creatures stalking through the foul-smelling green water, preying on
each other without mercy. The tales also allude to valuable items accidentally
washed into the drainage tunnels, forgotten and left to grow mouldy in the damp
caverns.
%%%%
Ossuary

The ossuary is a small tomb containing the remains and grave goods of some
distant relatives of the pharaohs, along with the corpses of their retainers
and household animals. It is undoubtedly riddled with many traps, and its
undead denizens are unlikely to take kindly to looting.
%%%%
Bailey

The bailey is the still-occupied and well-guarded fortress of an orcish lord.
The treasures within are protected by both physical barriers and large numbers
of well armed humanoid warriors.
%%%%
Ice Cave

The ice cave is a desolate cavern shaped from solid ice and filled with the
echoes of bestial howls. The intricate carvings and statues which once lined
its walls have been warped and obscured by centuries of slow melting and
refreezing.
%%%%
Volcano

Built from enormous blocks of obsidian, this sweltering chamber may once have
served as a temple to some strange deity, or perhaps the dwelling of a mighty
fire giant. The air shimmers with oppressive heat, and the dull roar of the
volcano's heart never ceases.
%%%%
Wizlab

In ages past, the most powerful mages — many of whom you may have heard of —
would frequently find or construct small realms sealed off from the rest of the
world, where they could isolate themselves in the pursuit of ever-greater
magical knowledge and power. The mages are long gone, but many of their arcane
laboratories still exist, filled with the results of their experiments. Those
willing to explore these laboratories may find powerful magical treasures, but
be warned: the wizards to whom they belonged deserved their reputations.
%%%%
Depths

The Depths are the deepest part of the dungeon proper, subject to the
corrupting influence of the Realm of Zot without being considered a part of it.

The Depths are five levels deep and can be entered from the lowest floor of the
Dungeon.
%%%%
