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What are the most common sorts of Dungeons in your setting, /tg/?

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What are the most common sorts of Dungeons in your setting, /tg/? Ruins, tombs, or recently built building structures made to serve specific purposes? Are they subterranean or above ground? What are the reasons for the traps and monsters strewn about the place? Which ones promise the fame, fortune, or power to the adventurers that brave it?
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>>54216466
Precursor ruins, built a couple thousand years ago by the civilization that terraformed the moons of a gas giant that the game takes place on. The people of these worlds don't know this, they just know that these ruins are extremely old and extremely advanced.

"Adventurer" isn't really an occupation in my campaign setting. The people who gear up to fight monsters and find treasure are explorers or archaeologists, and it's considered a scholarly pursuit dedicated to the gathering of ancient technology and understanding what the precursors built and why they built it. Those ruins have been unattended for 3,000+ years, so they could have become monster nests in that time, or their security measures (clockwork automatons and traps) could still be active.

There are still some old-school dungeons carved out of stone and full of traps and undead and made as tombs or treasure vaults, but the main focus is precursor ruins.
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>>54216466
They are either monster lairs or large cave systems serving as the lairs of multiple monsters.
Tombs are relatively common too, but only in civilized lands.
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buildings held together with magic and spit for the "We need a 3 floor mansion with 4 hedge mazes in the middle of a fucking swamp last week." episode
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>>54216466
I like to run through the last 3,000 years of campaign time 500 years at a pass and figure out who/what inhabited/made use of the dungeon during those periods, what alterations they made to it, etc.
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>>54216466
Tombs, Catacombs, densely packed cities and monster hives.
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>>54216466
When flying enemies are a routine thing, and castle walls can be blasted down by fireballs, traditional castles become just shy of useless. Real fortresses are partially or mostly underground and built to withstand years of sieges, with multiple secret exits. Over time, these fortresses may be destroyed, abandoned, or lost, and they promptly become dungeons once monsters move in.
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>>54216466
Dwarf ruins, elf ruins, tomb kangz crypts, skaven warrens, goblin tunnels.

Most of these have some mix of the usual things you find in a dungeon, though if the dwarf ruin was a controlled abandonment the only things you're going to find are empty rooms, critters that moved in, and the traps (those are left intact, to kill would be thieves).
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