Rising periodically out of the ocean like great towers are the ‘dungeons’, great monolithic constructs made out of an unusual black metal. For a long time these strange edifices were regarded with fear and superstition, as if they were grave markers of the old world, but over time brave adventures began to explore them and return with wondrous treasures and resources. At the peak of each tower stands a door, which is rarely sealed, and once opened it’s only a matter of climbing down into the dungeons larger chambers.
The interior of a dungeon has been recorded to look like almost anything, some are like giant forests, ancient stone caves, or even just stone walls and steel bars like a prison. Only the Heartseekers guild is allowed to explore these places first, as they have been known to contain great monsters that could threaten the city if they ever escaped. But more often the interiors are benign, containing rare materials the city can extract for its use.
The only thread that all dungeons have in common is their ‘core’ or ‘heart’, which is a red crystal orb that exists somewhere inside the structure. By themselves dungeons will inevitably sink back into the waves at some point, which can take weeks or a few seasons in some cases, but they can also be forced to descend if someone destroys the Dungeon Heart. Typically Heartseekers only do this when a dungeon is seen as too dangerous or if the resources within are likely to be misused.
From time to time friendly people, even villages, have been found within dungeons. Most know nothing of the ocean surface or the city of Anatos it’s a contentious issue whether to reveal the city's existence to the ‘Dungeon Born’ or not.
Over time the Heartseekers have been able to categorize some of the ‘types’ of dungeons they have discovered. While no dungeon is quite the same there are a few that share similar traits, and scholars are always on the lookout for new types to be discovered. Some even contain massive interiors that can’t be explored in just one expedition and may require more than one team to fully map out.
Caverns. A rocky cavernous interior, usually is home to ores. Highly valued by the Novan Crafters.
Forest. A dreamlike interior full of wood and plants. Highly valued by the Krelea Affinity.
Vaults. A mysterious interior full of traps and guardian monsters protecting a locked vault, which often contains magical items or something else from the old world. Highly valued by everyone.
Maze. A confusing series of corridors and rooms that is easy to get lost inside. There’s no telling what could be inside.
Abstract. The interior has seemingly no logical shape, or at least seems like it’s been designed by an alien mind. There’s no telling what could be inside.
Tranquill. Rarely some dungeons have no dangers inside them at all making them easy to study and scavenge from.
Rumble. The people who live in the Dungeons often refer to something they call the 'rumble', which allows them to move from one land to anouther. This is believed to be when the towers move, causing a minor earthqauke for the dungeon inside.